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$ 3 . 25 . 




REVIEWS 


SPECIAL REPORT U.S.A. 
The Newest, The Latest! 
Lett^^osk/Arcade Alley 
68000 Assembler/Books 
Dotkslayer and 

Mucl^ much More! 












WARNING; These programs are sold according to QUICKSILVA Ltd’s terms of trade and conditions of sale, copies of which are available on request 

I TTTfTTpTTJTTTTTJ and leading multiplf; rf;lail..TS 

specialist computer stori-s 


FRED 


SNOWMAN 


. The 
Snowman 


m 




BOOGABOO 


VELNOR’S LAIR 


ANT ATTACK 


DRUMKIT 


BBC £9.95 

(IN A BOX * BOOKLET) 


GATE CRASHER 


NEW NEW GENERATION ON 
COMMODORE 64 


TRASHMAN £7.95 
3D TUNNEL £7.95 
ESCAPE £7.95 


NEW 

ELECTRO-ART 

ELECTRON 

£14.95 




BBC ELECTRON 
£6 95 






























Editor: TONY TYLER. Assistant Editor: RICHARD BURTON. Art Editor: IAN STEAD. Features: NICKY XIKLUNA 
Contributors: ANDY GREEN, KIM ALDIS, PAUL WALTON, STEVE KEATON, PATRICK MARTIN, RICHARD TAYLOR 
BERNARD TURNER, DAVE RIMMER, RICHARD COOK. Cartoons: TONY BENYON. Group Art Editor: DOUG CHURCH 
Advertisement Manager: ROBIN JOHNSON (01-261 5119) Publisher: BARRY LEVERETT 



BACK IN THE U.S A. 

The Chicago C.E.S. was a non-event (see p. 12). 

Oppressed hy the failure of Adam and the IBM PCjr, and 
mesmerised hy the dominance of the CBM 64, the Cousins 
are floundering. Perhaps decent games aren’t so much a 
matter of technology as good design sense. So how come us 
Brits haven’t yet broken through Over There? Maybe next 
year... TONY TYLER 


Editorial Address: BIG K, 
Room 2038, IPC Magazines Ltd., 
King's Reach Tower, 
Stamford Street, London SE1 9LS. 

Telephone: 01-261 5818/6249 


CONTENTS 


MINES! for BBC.10 

SPACE SEEKER for SPECTRUM.40 

SPEED ARENA for VIC-20.56 

BOGGLE forZXSI.66 

PLATFORM LEAPER for SPECTRUM.70 

PLANET ELECTRO for VIC-20.84 


SPRITE CREATOR for CBM 64 ..36 


Pick of the Month.14 

Review Pages.15 


68000 Assembler Part 2.45 

Boost Your Beeb's Memory.52 

Wonder Widgets.60 


AWindy City Wind Up.12 

Where Are Next Year's Games Coming From? .... 28 

The Image Benders.72 

Atari Graphics.54 

Richard Taylor's Spectrum Graphics.68 


So you think 
your res Is hi? 
Check page 
72 for the 
REAL state of 

thp art At 




On-Line News.3 

Classic Games of Our Time.34 

Dorkslayer.44 

Charts.48 

Fie Wrote One.50 

Zip Code.76 

Books.77 

Arcade Alley.88 

Letterbase.92 


Win a Trip to Florida, U.S.A.58 


TX-1 is the flashest arcade 
game yet (p. 88). Three sim¬ 
ultaneous screens bring Le 
Mans pizazz to your home¬ 
town. 




Published approximately on the 20th of each month by IPC Magazines Ltd., King’s Reach Tower, Stamford Street, London SEl 9LS, telephone 01-261 5000. Monotone and colour origination by 
G.M. Litho Ltd., Princes Risborough, Bucks. Printed in England by Chase Web Offset, Cornwall. Sole Agents: Australia and New Zealand, Gordon & Gotch (A/sia) Ltd.; South Africa, Central News 
Agency Ltd. BIG K is sold subject to the following conditions, namely that it sh^ not, without the written consent of the Publishers first given, be lent, resold, hired out or otherwise disposed of by way of 
trade at more than the recommended selling price shown on the cover, and that it shall not be lent, resold or hired out or otherwise disposed of in a mutilated condition or any unauthorisedcover by way of 
trade or affixed to as part of any publication or advertising, literary or pictorial matter whatsoever, (g) IPC MAGAZINES 1984. 




































































CHANGING 


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COUNTER /ATTACK 

A game of strategy. Choose your 
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are coming down and across ... But 
there is a twist in it! Calm control 
and cunning skill is required! 


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Please add 
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HOW TO ORDER 

To purchase any of the games illustrated, fill in 
your requirements on a piece of paper, stating game(s), 
micro, name and address, enclosing your cheque/P.O. 
made payable to 0.1.C. Ltd,and post to address below. 

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ort animator 

he Sort Animator program allows you to 
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covers a suite of programs that are 
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Five sorting methods. Lots ot 

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YES, BUTWILL IT WORD PROCESS? 


SEIKO ARE 
selling what must 
^ be the smallest, 
most portable com¬ 
puter in the world — but 
you can't play games on it. 
Yet. But you will when they 
bring out a larger electronic 
base-station early next year. 

The Seiko Data 2000 is the 
first true computer-in-wrist- 
watch, as opposed to just 
being a glorified calculator. 
It can hold 2,000 characters 
in a "notepad" memory — 
the equivalent of around a 
page of Big K. So far only 


data can be entered via an 
associated pocket keyboard 
— it can't be programmed. 
But for around £129.50 it's 
not bad! And when the next, 
larger base-station is avail¬ 
able it will be possibleto pro¬ 
gram with it in a very, very 
limited dialect of MBasic. 

And the Seiko reps who 
have so far been using Data 
2000 to keep their appoint¬ 
ments, or important tele¬ 
phone numbers, or just 
keeping tabs on the numbers 
sold so far reckon that they 
have come up with a novel 


game using Data 2000 — 
trying to find that important 
detail in the recess of the 
Personal Data Bank's twin 
memory. 

The four-line screen dis¬ 
plays ten characters per line. 
A pocket notepad, out in the 
spring, will up this to a 
videogarne-playing sized 
screen. And then Seiko will 
begin to sell portable games, 
a spokesman said, which are 
entered from the base-sta¬ 
tion and played wherever 
you want... 


WULF AT 
THE DOOR 


ULTIMATE HAVE done it 
again. 

Following the success of 
Atic Atac and Lunar Jetman, 
the Ashby-based company, 
thought by some to be the 
pre-eminent games design¬ 
ers in the country, have 
launched Sabre Wulf as their 
follow-up. Howeverthe price 
has been increased from 
£5.50 to £9.95 to reflect 
'increased development 
time'. 

Sabre Wulf is the most 
brilliantly-coloured and pol¬ 
ished offering from Ultimate 
to date. Set in a fantasy 
jungle, it follows the general 
Atic Atac format with high¬ 
speed moving, fast decision¬ 
making, crystal-clear anima¬ 
tion and graphics, easy sto¬ 
ryline, and all the overall 
finesse generally expected of 
Ultimate. 

Advance orders indicate 
that by the time you read this, 
the game will have been In 
the national best-selling 
charts for some weeks. 


HARDWARE WARS PART 89 


WITH arrival of the long-awaited 
Amstrad Softspot are announcing a 
series of Amstrad games — among the 
first companies to do so. 

The plot: Uncle Claude of Sincrum 
Research Is threatening to increase the 
price of his electrical goods and workers' 
jobs are at stake. "ELECTRO FREDDIE" 
must push the goods onto the conveyor 


belt to be packed. You must crush the 
avuncular Claude with his own products 
whilst ducking his barrage of Spectrlms 
and Oracs. Dead subtle, this stuff. 

There are 11 levels, key option, mov¬ 
ing force barrier and custard pies. This 
method of Inter-rival vitriol chucking 
could run and run! Let's see if it 
causes a response from the benefi¬ 
cial patriarch. And let's see what flak 
I the Amstrad gets back! 


DRAGON FAILS TO DRAG ON 


DRAGON 32 OWNERS will continue to receive 
support and servicing for their machine into 
the foreseeable future — though it now seems 
likely that new software for the ill-fated Welsh 
machine will dry up before long. 

The 6809-driven Dragon, whose crash six 
weeks ago had been widely predicted, failed 
because its initial lead in sales dried up once 
Acorn and Sinclair came properly on-line with 
the BBC and Spectrum computers. Ham¬ 
pered since then by its unusual processor. Its 
lack of lower-case letters and other curiosa, 
the dragon nonetheless possessed an excel¬ 
lent BASIC and was widely liked by Its esti¬ 
mated 150,000 users. However it never 
recovered its early promise and despite mas¬ 
sive injections of cash went under in early 
June. 


However Dragon peripheral and software 
makers like Compusense have promised to 
support the machine for as long as users 
desire them to. It is thought likely that while 
existing Dragon titles on other makers' cata¬ 
logues will continue to be sold, new games 
for the machine are not now very likely to 
appear in great numbers. 

(N.B.: BIG 

K will con- /N. 
tinue to print 
Dragon pro- 

gram list- g)m 

ings for as 
long as we 
continue to 

receive M/M m)k 

them.) 


























ON-LINE 



IMAGINE NO POSSESSIONS (Part 2) 


GAMES SOFTWARE market 
leader Imagine is in difficulty. In 
recent weeks it has sold off its 
back catalogue of best-selling, 
titles, delayed the launch of its 
'Megagames', has had to close 
one of its plush headquarters 
buildings, has laid off staff and 
is now becoming embroiled in 
several legal tangles. 

Imagine admits that "difficul¬ 
ties" followed repayment of a 
reported £200,000 to publishers 
Marshal Cavendish for games 
written on contract (they were 
rejected). And a special con¬ 
tracts division, costing some 
£500,000 to establish, has failed 
to take off. 

The recent seasonal slump in 
games' sales hit Imagine among 
others and is thought to have 
contributed to a severe cash 
shortage. While he would not 
comment on details, Tim Best, 
an Imagine spokesman, did 


reckon that "The death knell is 
beginning to sound" for many 
games software houses, not 
least because of the low stan¬ 
dard of many products. 

Imagine has slimmed down its 
sales and distribution teams, 
now selling only the latest titles 
Cosmic Cruiser and BC Bill. It has 
laid off at least ten staff and has 
closed down it^ internal art 
department, known as Studio 
Sting. But Best claimed that "we 
will gear up and expand again 
when the Megagames are 
launched." 

This means that Imagine's 
next, deluxe games range has, 
to date been delayed for at least 
two months. The price is now 
expected to be down from £30 
to around £20. 

The company's plush five-sto¬ 
rey headquarters in Liverpool's 
City Centre at 5 Sir Thomas 
Street were vacated last month. 


WHAT'S 
GOING ON? 


"IMAGINE PROGRAM¬ 
MER Mike Glover has 
come up with an Injecta- 
load program which 
makes Commodore 64 
loading as fast as disc." 
(From an Imagine han¬ 
dout) 

"Melbourne House have 
developed . : . the Pav- 
loda System specifically 
for the Commodore 64 
which enables cassette 
programs to be loaded at 
the same speed as pro¬ 
grams from disc." 

(From a Melbourne House 
handout) 


That's nothing. We here 
at BIG K, using a unique 
system, have now devel¬ 
oped our own way of get¬ 
ting Commodore 64 disc 
drives to load "at least as 
fast" as a standard Tai¬ 
wan-made cassette 
recorder. The system, 
codenamed BELTIT, is still 
in the "experimental" 
stage but inside sources 
confidently expect the 
technique to be marketed 
later this year by the 
newly-formed Big Steal 
Software. Expect similar 
announcements from 
other magazines soon. 


HOOLIGAN 


WORLD CUP, a 3D soccer 
arcade game for the 
Spectrum by Artie, has hit 
the stands at £6.95. 

Players may select from 
40 teams. Artie claim great 
graphics. Features include 


optional continuous 
music, practice mode, 
pause action. Bring your 
own rattle and/or woolly 
scarf. No mob violence 
tolerated. Oh all right — 
just a bit. 


NOWIT 
CM BE 
TOLD... 

IN CASE you've been 
wondering (what — you 
haven't?) just who the Lords 
of Midnight are, or were, all 
has been revealed. 

No, not a New York street 
gang of Puerto Rican extrac¬ 
tion, but a new concept in 
computer gaming, devel¬ 
oped by ace Scouse pro¬ 
grammer Mike Singleton for 
Beyond Software. 

The Lords of Midnight are 
you, plus as many of your 
cronies as want to come 
along. Described as an 'Epic 
Game' — as opposed to an 
Adventure — the prog bears 
certain similarities to the 
standard adventure format 
(graphically enhanced), such 
as The Hobbit, but differs 
markedly in that instead of 
phrase choice being left to 
the player, Singleton has 
devised a series of con¬ 
stantly-updated multiple 
choices, to be responded to 
via a special keyboard over¬ 
lay. As a result he has been 
able to cram in an immense 






number of locations — as 
well as the ability for four 
players to take part at once 
with equal status. 

These four can in turn gen¬ 
erate or activate new char¬ 
acters which thereafter 
respond to the same sche¬ 
matic. 

Though Singleton is shy 
about his sources, The Lord 
of Midnight Is the most Tolk- 
ienian computer scenario yet 
— It bears a far closer resem¬ 
blance to a compound of The 
Silmarillion and The Lord of 
the Rings than The Hobbit 
does to The Hobbit. 

How does it play? "Com¬ 
plicated" is the best word. 
Visuals are produced by 
"landscaping", so that where 
a character looks, what he 
sees is what he sees. 























ON-LINE 



SIM NEWS 


A SIMULATOR which will help 
investigators '^pick-up-the- 
pieces" after an airline crash, 
rather than teaching the pilot not 
to crash in the first place as most 
of today's simulators are 
designed to do, has been 
unveiled by NASA. 

The $15 million Man-Vehicle 
Systems Research Facility 
(MVSRF, or Mavis for short) takes 
flight simulation that last, cata¬ 
strophic step further. It is 
intended to test the reactions of 
pilots under stress. 

For instance, one plane took 
hundreds of people to their 
deaths in the Florida Everglades 
back in 1974 while the four-man 
crew all struggled to replace a 
burnt-out light bulb! 


Already fhis simulator has* 
been employed to design the — 
safer — cockpit of the future, 
dubbed LN-1995. Here pilots 
have more room to move around 
the desk-top computer-con¬ 
trolled flight panel. One reason 
for changing to this more office¬ 
like cabin was the revelation that 
pilots trained on simulators 
actually believed that a real plane 
was. In effect, a giant simulator, 
when they got into difficulties. 

So, before the new, safer cabin 
is ready, NASA will train pilots 
on a composite of the old and 
the new so that pilots don't have 
a chance to become accustomed 
to a simulator where they can 
just walk away from crashes. 
Real life, after all, isn't like that,.. 






GO! AND SIN NO MORE! 

THE STARTLING NEWS has reached BIG K that Gamblers Anonymous are undertaking 
a survey of electronic gaming machines in amusement arcades. Why? to investigate the 
detrimental effect which they might have on the young and gullible. And this study will 
also take in some of the more "addictive" videogames, according to a G.A. spokesman 
Why the concern? "Young people are spending too much time in amusement arcades 
learning habits that might take a lifetime to lose," he said. "We're seeing far more young 
people now, because gambling electronically is not as well regulated as going into a 
casino or bookie's." 

The Law ("Be upstanding") says that people under the age of 18 should not be allowed 
"to game", or gamble, in amusement arcades. This definition doesn't include playing 
games though, only those where you bet and may win back — or lose — money I 
So if a kindly soul down the arcade taps you on the shoulder and asks you to repent, 
don t sock him in the mouth. S/he might be a researcher from G.A. looking out for your 
best interests — not taking away your free plays! 


New video/laser bolt-ons 
announced at CES 


A "PLUG" from a micro into a 
laser-driven videodisc player, 
shown in London for the first 
time by JVC in May, will eventu¬ 
ally allow computer games to 
incorporate animated cartoons 
or real live film for no more extra 
cost than this hardware. 

JVC is one of more than a 
dozen Japanese suppliers which 
are launching compatible, MSX 
micros — sold on their abilities 
to run the same software across 
machines from different sup¬ 
pliers. And at the Consumer 
Electronics show it became 
obvious that the real difference 
between MSX micros will be the 
fancy peripherals which can be 
latched onto them. 

Toshiba, for instance, was 
demonstrating a rather natty see- 
through perspex synthesiser 


keyboard which can be pro¬ 
grammed for any combination 
of sounds from the MSX. 

But the Birdie Try demo was 
the most fascinating. The player 
selects a number of options — 
the wide direction, the power of 
a shot, its course and even the 
Iron employed — from which the 
JVC MSX micro then computes 
the shot. The videodisc whirrs 
into action and the actual shot is 
then displayed. Up to 600 differ¬ 
ent shots can be stored on each 
videodisc. After each shot your 
score, or handicap is displayed. 

As a JVC person pointed out, 
"Birdie Try combines the two 
major obsessions of the Japa¬ 
nese businessman — electron¬ 
ics and golf!" But they're the only 
ones who can have the actual 
technology now, in this case the 
£230 VHD interface unit B7550 
'MSX-to-videodisc player, is not 
yet planned for Europe, but the 
MSX micro will be here in Octo¬ 
ber priced around £300. 

JVC are developing interac¬ 
tive laser disc games, which will 
show the action a split-second 
after It's been programmed — 
these are expected to be on sale 
in Japan by the autumn, but its 
not known when they will reach 
our shores either. 




48K SPECTRUM £5.50 

COMMODORE 64 £6.50 


48K SPECTRUM £5.50 


48K SPECTRUM £5.50 

BBC MODEL B £6.50 


(i^^) AVAILABLE FROM LEADING DEALERS EVERYWHERE 


OR DIRECT FROM 

Incentive Software Ltd, 54 London St, 


48K SPECTRUM £5.50 


48K SPECTRUM £5.50 


48K SPECTRUM CHALLENGE 
FROM INCENTIVE SOFTWARE LTD 


1984 


A GAME OF 

GOVERNMENT MANAGEMENT 


Reading RG1 4SQ (0734) 591678 








































































ON-LINE 



. E\/^EFR\^ yA^HIGH 



Wti 9 t pill get in Mission to 
Mm^^' a fashionably par- 
aifSid World War 3 "game'' 
now bn sale In the US. 




THEY'RE CUMMIN' TO 
GETCHA 

DOMESTIC ROBOTS are catching on — but experts say 
that they're still a couple of years away from being in the 
shops. 

Firms such as Electrolux, the cleaning appliance giant, 
and Qualcast, the lawn-mower people, have retained the 
services of the Cranfield Institute of Technology to inves¬ 
tigate. They have two prototype designs: a guided robot 
which follows wiring along the floor to complete a set 
task; and a free-roaming device replete with ultrasonic 
and infrared communications with its computer brain. 

A dozen "hobby"robots are now coming on the market 
for £10 to £2,500. And the domestic variety should add no 
more than £35-£100 on top of the cost of most household 
items, according to workers at Cranfield... when they're 
in control! 

Somehow we think there's a whiff of optimism around. 


CONFUSION REIGNED 
among computer and soft¬ 
ware manufacturers at this 
year's Chicago Consumer 
Electronics Show (reports 
RICHARD BURTON). While 
little radically new was 
shown, in either hard- or 
software form, established 
American giants appeared to 
be marking time, or even 
making further ill-advised 
decisions. 

Atari, against all expecta¬ 
tions, have weighed in with 
yet another dedicated video- 
game system, the Pro- 
System 7800 (albeit with 
optional bolt-on keyboard), at 
a time when they have 
already lost a substantial 
share of the budget US home 
computer market to the 
Commodore 64. 

Commodore themselves 
have produced two new 
models at the lower-priced 
end, the Plus Four — appar¬ 
ently targeted on the same 
small-business user as Sin¬ 
clair's QL — and the Com¬ 
modore 16, widely seen as a 
revamped Vic-20 in a new 
case. VVhile Coleco, who have 
made their own impact in the 
past, are still avowing sup¬ 
port for the Adam system, 
despite poor performance in 
the machine's first six 
months of sales. 

The Commodore 64 is now 
the dominant machine in the 
US domestic scene; most 
other competition is fading 
fast. And the advent of MSX 


has left US manufacturers 
responding in various ways. 
While some have to date 
ignored MSX, Activision 
have announced an upcom¬ 
ing range of MSX titles. 
Imagic, after a shaky year, 
continue to bring out new 
games for the IBM PC jr 
("Peanut") — another much- 
boosted machine with dis¬ 
appointing sales perform¬ 
ance. 

UK manufacturers were 
barely represented at the 
Show, with only Quicksilva 
and Virgin in any way con¬ 
spicuous,. But British buyers 
were adamant that the UK 
has little if anything to learn 
from the US in the games- 
writing field. 

Full report p.12. 

Atari Announce 
New Chip-Wrapper 

POLE POSITION, Atari's 
best selling race-car 
game, is coming out on 
Spectrum, BBC Model B 
(£14.95) and CBM 64 
(£24.99). Now get this! 

You will also acquire a 
FREE GRAND PRIX 
POSTER! WOW! So if 
you want to cover up 
that chink in the wall or 
would like a lively 
change of chip-wrapper 
— go for it! 

The price stays at 
£29.99. 


dl-TECH NEWS = HI-TECH NEWS' HITECH NEWS' H 



AGF HARDWARE'S PROTOCOL 
4 is a programmable joystick 
interface that gives compatibil¬ 
ity between any Joystick or 
trackball and absolutely any 
Spectrum software. The system 
comes on dedicated credit card 
style cards, of which four are 
supplied on purchase, plus one 
blank, programmable card. The 
PROTOCOL 4 will cost £29.95. 
Enquiries to 0243 823337. 

SPRITE-SMITTEN 64 owners 
can now go get Go-Sprite. The 
new sprite editor from Mirror- 
soft enables simple animation 
of up to 32 sprites with 255 
frames. You can file your sprites 


by night on disc or tape, or dis¬ 
play by day with the data dis¬ 
play option. You can operate the 
whole gizmo with one joystick, 
and the prog has light pen and 
keyboard options. Go forth and 
multiply. 

ORIC GOES ape with disc-ware! 
Combatting the deadly dearth 
of discs, Oric's new Hitachi- 
based 3" disc drive system has 
finally arrived with a starter 
pack comprising both biz and 
games disc software. The 
widget checks in at £299.95, 
which includes Frog Hop, Star 
Ship Valiant, Rat-Spiat, and a 
Chess game featuring voice 
synthesis. 


HI -TECH NEWS » HI -TECH NEWS ' HI TECH NEWS ' H 
































To. . . Beyond Competition House, { 

Famdon Road, Market Harhorough, 

Leicestershire LEI99NR. 

1 


Please send me . . . 

QXY 

Total Price 

THE LORDS OF MIDNIGHT £9.95 


PSYTRON£7.95 


SPELLBOUND £5.95 


BEYOND ORDER HOTLINE 0858 34567 
BEYOND ENQUIRY HOTLINE 0L251 8496 

GRAND 

TOTAL 



I enclose a Postal Order/Cheque payable 
to Beyond, or charge my credit card. 


Card Number 


Access/Visa (Delete as necessary) 

NAME 


ADDRESS 


POSTCODE 


SIGNATURE 


all prices incliule p&p 


Please rush me details of the “ENTER the BEYOND” 
Software Club . . . 































UNIVEBSITIES 

• Un^erslty of Leicester, Depaitmonf 
of Psychology 

• The Finance & Estates Officer, 
University College of Swansea 

• University of East Anglia, School of 
Biological Science 

• Westfield College, University of 
London 

• Westfield College, Department of 
Zoology, University of London 

• School of Physics, University of 
Newcastle upon Tyne 

• Oxford University Computing 
Service 

• The University of Warwick 

J # University of Aberdeen, Department 
I of Geography 

• The University of Sussex 
I # University of Bristol 

^ • Herlot-Watt University Dept, of Civil 
Engineering 

^ • The New University of Ulster 
'i # The University of Strathclyde 

• The University of Southampton 

• University of Liverpool 

• "nie University of Aston In 
Birmingham 

• University of Keeie 

• University of Surrey 

• University College of London 

• The University of Dundee, 
Microcomputer Centre 

POLYTECHNICS 

• Thames Polytechnic 

• Polytechnic of the South Bank 

• Coventry (Lanchester) Poly 

• Dept of Applied Chemistry Coventry 
I (Lanchester) Poly 

I • Newcastle upon Tyne Poly 

• Manchester Polyt^hnlc 

• Hatfield Polytechnic Dept, of 
Psychology 

• The Polytechnic 

• Leeds Polytechnic 

• Kingston Polytechnic 

• City of Birmingham Polytechnic 

• Middlesex Polytechnic 

• Plymouth Pol^echnic 

• Portsmouth Polytechnic 

• Ulster Polytechnic 

• Liverpool Polytechnic 

COLLEOES 

m Chelsea College, University of 
London 

• Guildford C.C. of Technology 

• Kings College, London 

• University College of Swansea 

• Statistics Department, Computer 
Centre Building, University Cofiege 
of Swansea 

• Nene College, Computer Services 

• Cambridgeshire College of Arts and 
Technology 

• London Borough of Haverii^i The 

\ I Principal Havering Technical 

-| College 

• Blackpool and Fytde College 

• Jordanhill College of Education 
. # Bromley College of Technology 
; • Guildford County College of 

^ Technology 
^ • Kilmarnock College 

• Wearside College of F. Education 

• Wearside College of F. Education, 
Dept, of Electrical & Mining 

• Newark TC School/Coliege 

• National College of Agrlcuttural 
I Engineering 

0 Bradford & llkley Community 
College 

• Goldsmiths College 

• College of Arts & Technology 

• Head Craft, Design & Tech. 

• South London (Allege 

0 St. Columbus College 

0 Bobert Gordon’s Institute of 
Technology 

0 Cheimer institute of Higher 
Education 

0 Southwark College, Maths/Physics 
Department 

0 Newark Technical College 

0 Mattock College of Higher Education 


0 Wakefield District College 
0 Barnstey College of Technology 
0 The College of St. Paul & St. Mary 
0 Thanet Technical College 
0 Ballymena Technical College 
0 Cannock Chase Technical College 
0 Lancastor & Morecambe College of 
Further ^ucation 
j0 Uxbridge Technical College 
0 New Coltoge Dur^m 
0 Bath College of Higher Education 
0 North Trafford College 
0 Dept of Educational Hesources 
0 Southampton College of Higher 
Education 

0 Bournemouth and Poole College of 
Further Education 

0 Harrow College of Higher Education 
0 Southall College of Technology 
0 Shirecllffe College 
0 Southwark College 
0 Dewsbury & Batley Technical A Art 
College 

0 Tresham College 
0 Ware College 
0 Thurrock Technical College 
0 Chlcklade College, Dept. Science & 
Technology 

0 Redbridge Technical College 
0 Soudi Thames Colt^ 

0 York College of Arte & Tech. 

0 Somerset Coftege of Arts & 
Technology 

0 Borough of Trafford, North Trafford 
College 

0 North Trafford College 
0 Thurrock Technical College 
0 Thurrock Technical College, 
Computer Department 
0 Fairham Community College 
0 Mid College of Higher & Further 
Education 

0 East Ham College of Technology 
0 Seate-Hayne College 
0 Homerton College 
0 Uxbridge Technical College 
0 North Oxfordshire Technical College 
& School of Art 

0 Ealing College of Higher Education 
0 Welsh National School of Medicine 
0 Lord Mayor Treioar College 
0 South East London College 
0 Farnborough (Sixth Form) College 
0 Wigston College of Further 
Education * Annex* 

0 Strode’s College 
0 Dundee College of Education 
0 Isle of Wight College of Arte and 
Technology 

0 Kendal College of Further Education 
0 Wigan College of Technology 
0 Chippenftem Technical Coll^ 

0 South Devon College of Arts A 
Technology 

0 South Shields Marine & Technical 
College 

SCHOOLS 

0 Camborne School of Mines 
0 Longton High School 
0 Berry Hill High School 
0 Camborne School of Mines 
Management Department 
0 School of Physics 
0 Queen Philippa’s School 
0 Carter Lodge School 
0 Ashfield School 
0 All Hallows School 
0 Mead Vale Primary School 
0 Vincent Thompson High School 
0 St. Aubyn’s School 
0 Imberhorne School 
0 Newham School for the Deaf 
0 Dorcan School 
0 Beaumont School 
0 Blitericay School 
0 Exeter School Computer 
Department 
0 Clarendon School 
0 The Lavinia Norfolk Unit 
0 St. John’s C of E Primary School 
0 St. Peter’s High School 
0 Rock Ferry High School 
0 Stoke on Trent Language Centre 
0 Connah’s Quay High School 
0 Buckhurst Hill County High School 


0 Harilngton Upper School 
0 Heath Comprehensive School 
0 The High School Ballynahinch 
0 Bishop Hedley High School 
0 Clwyd Lea School 
0 Monks Dyke High School 
0 King Edward's School, Bath 
0 The Godolphin & Latymer School 
0 Frances Bardsley School 
0 Shaw House Comprehensive 
0 New Parks School 
0 St Paul’s Way School 
0 Larkman Middle School 
0 Rushcroft High School 
0 Training and Educ. Management 
0 High Green School 
0 Ogmore Comprehensive School 
0 ^k 0 fihale School 
0 Oxford International Business 
School 

0 Hampstead School 

GOVERNMENT DEPARTMENTS 
0 Hertfordshire County Council 
Advisory Unit for (^mputers 
0 Leicestershire County Council 
0 The Director of Finance & 
Administration, Cambridgeshire 
County Council 

0 The National Institute for Medical 
Res^rch 

0 Department of the Environment 
Building Research Establishment 
0 Kent County Council Education 
Department 
0 Ministry of Defence 
0 Basildon Council Accounts 
Department 

0 Department of Trade 
0 Devon County Council Committee, 
Department of Electrical Eng, 

College of Further Education 
0 Strathclyde Regional Council, 

0 County Borough of Sunderland 
0 Kent County Council 
0 Nottinghamshire County Council 
0 Basildon District Council 
0 Cityof Newcastle upon Tyne 
Educadon Committee 
0 Haii^Shire County Council 
0 Buckinghamshire County Council, 
Edimation Services 
0 Cambridgeshire Education 
Committee 

0 Metropolitan Borough of Gateshead 
0 Cleveland Education Committee, 
Gulsborough Teachers Centre 
0 Metropolitan Borough of Rochdale, 
Education and Training Centre 
0 Leicestershire Education Committee 
0 Departmentof Industry & Trade 
0 Leteester Info. Tech. Centre 
0 Solihull Education Department 
0 Manpower Services Commission, 
Training Services Division 
0 Skill Centre Training Agency 
0 Pow^ County Council 
0 Information Technology Centre 
0 East Berkshire Health Authority 
0 Devon County Council Ed. Comm. 

0 Mid Surrey Health Authority 
0 Epsom District Hospital 
0 Scottish Council for Educational 
Technology 

0 Clwyd County Council 
0 Norfolk Education Committee 
0 Agrlcuttural & Food Research 
Council 

0 Mid Glamorgan County Council 
Educadon Department 
0 Kent County Supplies Centre 
0 London Borough of Barnet 
0 West Midlands fteglomil Health 
Audiority 

0 Scottish Community Education 
Council 

0 The Scottish Adult Basic Education 
Unit 

0 Birmingham Social Services 
0 Microelectronics Education 
Programs 

0 Greater London Council 
0 Doncaster fttetropolitan Borough 
Council 

0 United Kingdom Atomic Energy 
Authority 


BRITISH MICnO 

i. A MPftnTCinM Anni ip nnMPANV \ Init m Wnrkft imroiriRl Waw Watfrwrt Wfl!? 4YY TPI * 


COMPANIES 

0 Cambridge Applied Micros 
0 Sirton Computer Systems 
0 Assurance Sun Lite Court 
0 Radafa & Associates 
0 Computer Services 
0 Laser Systems Ltd 
0 National Physical Laboratory 
0 Central Trade Exchange Ltd 
0 Software Invasion 
0 Argonaut Systems 
0 IntegrexLtd 

0 British Telecommunications 
0 B.T. Research Labs Accounts 
0 Windsor Wine Supplies 
0 JannerlowLtd 
0 Ibbotsons Design Software 
0 H.C.C.S. Association Ltd 
0 MolspIn Ltd 
0 Flsons Pharmaceuticals, 
Pharmaceutical Division 
0 Information Technology Marketing 
0 Steele Microsystems Ltd 
0 The Television Centre 
0 Education & Microtech Unit 
0 British Telecom Enterprises 
0 Display Distribution Ltd 
0 Northern Gas 
0 Spencer Source Trading 
0 BBC Publications 
0 M.S. Simnett Computers Ltd 
0 Rosvilie Timothy Ltd 
0 M.E. Electroncis 
0 Microstore 

0 Eastern Region Info. Centre 
0 The Video Palace 
0 Laser Creations Ltd 
0 Lasermadon 
0 Custom Video Productions 
0 BBC TV South 

0 Kellogg Company of Great Britain 
Ltd 

0 The British Library 
0 Walter Computer Systems 
0 Standard Telecommunications 
Laboratories Ltd 

0 Granada Computer Services Ltd 
0 Applied Systems Knowledge Ltd 
0 Cipher Systems and 
Communications Ltd 
0 Cogwell, Cornick Associates 
0 Ashfield Pro|ect Centre 
0 Andrew Shyte & Son Ltd 
0 Acomsoft 
0 Robot Technology Ltd 
0 British Shipbuilders (Training, Ed. & 
Safety) Ltd 

0 Boston Computers Handelsges 
0 Fisher Controls Ltd 
0 Timex Corporation 
0 Robot Technology Ltd 
0 United Kingdom Atomic ^ergy 
Authority 

0 British Aerospace Public Ltd 
0 Salam Group Ltd 
0 Plessey Avionics & Comm. 

0 Elite Software Co. Ltd 
0 Computer Advisory Unit, 
Cheimer-lnstitute 
0 Intec (Inverclyde) Ltd 
0 Universal Sonar Ltd 
0 DIgItat Equipment Scotland Ltd 
0 Edward Davies Chemical Labs. 

0 Pyramid Services Ltd 
0 Philips Research Laboratories 
0 Klngsway-Princeton College 
0 Microtronix S.A.R.L. 

0 Thomas Law Associates 
0 Transvicteo Productions Ltd 
0 Dash Electrical & Electronic 
Services 

0 Aaken Engineering 
0 The Electricity Council 
0 Triptych Publishing Ltd 
0 ZXData 
0 OctoconData 
0 North Wales Newspapers Lid 
0 Janssen Pharmaceutical Ltd 
0 National Coal Board 
0 Five Ways Software Ltd 
0 EdetaLtd 

0 John Elmer Office Equipment 
0 Mlcronet 

0 Central Electricity Generatirtg Board 
0 Guernsey Computers Ltd 
0 Currah Computer Components Ltd 


L TELEX: S46024 










THEGBAFPffD comes complete with Cassette 
Programme, Special Keyboard, Overlay, Plug, Light Pen 
and, of course, a comprehensive manual full of tips and 
instructions ... all at the usual high qi^ality expected from 

^RITISH MICRO! 

i STARTING UP is 
^rriple. Connect the 
raf^d, switch on your 
p^trum and connect 
the cassette player, type 
“LOAD” and press 
ENTER, then start the 
cassette player, place 
the keyboard overlay, 
and by the time you are 
ready, the “MENU” will 
flash on to your screen! 
Usage? Well there is ... 


GRAFPAD 

iiit0 the futurei 


iK Export inquiries invited 


Post to: BRITISH MICRO, UNIT 02, PENFOLD WORKS, IMPERIAL 
WAY, WATFORD, HERTS. WD2 4YY. 


Now you too can have the benefit of drawing your own applications by the simple use 

of our NEW ZX Spectrum version of Grafpad! 


AS MANY USES AS YOU CAN IMAGINE 
by first following our easy manual, then, in 
no time, you will be able to utilise as you 
Think best! 


A UNIQUE PRODUCT that will 
Jmprove your skills and give 
|%u endless hours of 
excitement! 


BY POST: 

Simply fill in the coupon enclosing your 
cheque/RO. made payable to: BRITISH 
MICRO or use the special section for 
Credit Card Holders and post to the 
address below. 

OVERSEAS ORDERS: 

Please add £10 per item ordered. 


Size 

25mm height 
55mm width 
260 depth ■ ■ 
weight 1,2k (gross) 


if Dealer inquiries welcomed 

if Special discounts to educational 
authorities & government 
departments 


low TO ORDER 
BY TELEPHONE: (0923) 48222 

If you are an American Express, 
Barclaycard, Diners Club or Access Card 
Holder simply telephone us giving your 
Card No., Name, Address and item(s) 
required and your order will be 
despatched within 48 hours! 


Please send me GRAFPAD for; SINCLAIR SPECTRUM 
□ BBC MODEL B □ COMMODORE 64 
If you require details of the above 
versions, please tick. 


BRITISH MICRO I 


A HEGOTRON GROUP COMPANY 

Unit 02, Penfold Works, 

Imperial Way, Watford, HERTS WD2 4YY 
TEL; (0923) 48222. TELEX; 946024 




Qty. 

Item 

Ex. VAT 

Inc. VAT 

Total 


Grafpad Complete 

£125.00 

£143.75 


Postage, Packing & Insurance 

1 enclose my cheque for/RO. £. TOTAL 

£5.00 

£ 


I prefer to pay with my American Express, Barclaycard, Diners Club, 
Access Card. 

(Please delete whichever is not applicable) 

Card No. 

Signature. 

Name. 

Address. 


Address above must be the same as Card Flolder 



































10 REM ** Minefield by D. Lucas ■** 

20 ON ERROR GOTO 30 
30 MODE? 

40 CLEAR 

50 PROCtitlepaqe 

60 PROCdefchar:PROCinit 

70 REPEAT 
ao MODE? 

PROChighscore 
LEV/.=20; Scare‘/.=0 

M0DE2 

j PL.g;VX>50THENLE'?'/^—50 

PROCscreen 

H7.=TRUE: X=9: Y=29: X1=0 
i e7.=FALSE 
150 Bonus7.=250 
160 REPEAT 

170 IF die?. THEN END 
180 C0L0UR6 

190 PRINTTAB(X,Y)CHR-T248 

200 PROCnearmines tmt^ttmE/IO 

2 1 0 C0L0UR3 ! PR INfTABdu,!) ; IN 


Sv, 


'GA1 


:Y1=0;TIME= 


220 


Bonus-/.=Bonus7.-i! IFBonus-/.<0 Bonus'/.- 




PRINTTAB(6,2) ; Bonus?.; " " 

IF INKEY(-98) THEN PROCleft 

INKEY(-6?) THEN PROCright 

INKEY(-73) THEN PROCup 

INKEY ( — 105) THEN F'ROCdown 

INl<kY(-85) ANDH?. THEN PROChelp 
UNTIL die?. OR Y=4 -/_cr-nrp? 

IFY=4THENLEV?.=LEV?.+5:Score/.-Score/. 

+Bonus?.: GOTO 120 

310 PROCdead 
320 UNTIL FALSE 

DEFPROCleft ■,nii'=' 

f-'F<QCcords: F'ROCcheck (X-1 , Y . ^ p 

I FCHAR= 151 OR CHAR= 1 48 THENd i e J f^^JE 

IFCHAF(=146THEN: Score?.=Score/.4 j. 

_ F0RL?.= 1T04 ^ 

380 S0UND?<ll,-i0,L?.«lO+.jO,^^ ^ 

390 X?.=X?.-a: MOVEX?., Y?.: VDU18,0,0, ..uu , 

n A- R 5 F'RClCd^l fo 

’ ” 400 XX=X?.-8: MOVEX?., Y?.; ODU18,0, 0 , , 18 

(■) h 8 ■ 253s PRFJCde 1 r-KiT-Toonf' 

’ 'ito NEXTL?.:Xl=-l:VDU4:PR0Ccirc:ENDFR0L 

:?o pfoSor'dsS-ROCchecK (X. 1 ,Y) : VDU5 
440 IFCHAR=1510R CHAR=14aTHENdie/.- rRUE 
450 IFCHAR=i46THEN: Score/.=Score/.+u(. 

460 F0RL?.= 1T04 

470 SOUND?ai ,-10,6O-L?.*lO,^ 

480 X?.= X?.+S:MOVEX?.,Y?.: VDU18,0,0,-...u, 1 . 

8 « 2 5 O ■ F R F) Cj d © 1 _ _ /•••, cr cr 1 O 

’ ‘490 X?.=X?.+8;M0VEX?.,Y?.: VDU18,0,0,.^UU, 18 

,0,6’,8,249:PR0Cdel 


330 

340 

350 

360 

370 




500 

51.0 

520 

530 

540 

550 



‘neXTL?.':'x 1 = 1 : 0DU4: PROCcire: ENDPROC 

DEFPROCdown ,,r.ii«=- 

PROCcords: F'ROCcheck (X , Y+1) : 

IFCHAR= 151 OR CHAR= 1 48 THENd 1 e J ^^UE 

I FCHAR= 146 THEN: Sc or e?.=Sc or e /.+ u - 
F0RL?.= 1T04 

560 souMD&i 1I'-N y., . 4 .iv,n 

570 HQVEX?.,Y?.:VDU18,0,0,255: //.-Y/. 4. MO 
VEX?., yy.: VDU18 0,6,251: yy.„.4: UO 

580 MOVEX?.,YV::VDUia, U,^ ,- 00 . f/. 

VEX?., Y?.: VDU18,0,6, 252 : FROCdei 


590 

600 

610 

620 

630 

640 

650 

660 


=1;VDU4 


!PROCcire;ENDPROC 


NEXTL?.: Yl = 

DEFPROCup 

PROCrords: F'ROCcheck (X , f- ^.... 

',PCHAR=1510R CHAR=148THENd^e.= hue 

I FCHAR= 146THEN: Scor e?.=Scor e/.+ 0 O 
F0RL?.= 1T04 

SOUND?< 11,-10 , L?.* 1 0 +1 ^. ^0 

MOVF X ?., Y?. : VDU1 a , O , O , 25o: Y /.-Y /. < 4. MU 


670 MOVEX?., y:/ : VDU 18,0,0,255: Y?.=Y?+4 ■ Mn 
VE X7., Y7.: VDU .18, O , 6,252: F'ROCde 1 

690 ^FPROChlTp' = VDU4:PROCcirc:ENDPROC 
7^0 ®°"’«='/-=Bonus?.-20: ENDPROC 

/^.O DEFFROCcords: X?.=X»64: Y?.= 1023-3"’*V. 

ENDPROC o.;-»Y: 

730 DEFPR0Ccirc:C0L0UR7;PRINTTAB(X Y)r 

HRt243:X = XfXl:Y=Y+Yl:Xl=0:Yl=0;ESR(^^ 
^^740 DEFPR0Cdel:F0RDE?.=0T0100:NEXTrENDP 

75u DEFPROCcheck(Xl%,YIX) 

760 L0CALA?.:PRInTTAB(X1?.,Y1?.)5sA?.= 135. 
CHAR-(USR (&FFF4) AND.?<FF00)/*/1OO 

770 ENDPROC 

780 DEFPROCnearmines 

790 Mine=0 

= ' irafAR=1510R CHAR 

-148 THEN Mine=Mine+l 

= ' IFCHAR=1510R CHAR 

-14H THEN Mine=Mine+l 

= ' IFCHAR=1510R CHAR 

-148 THEN Nine=Mine+l 

= 14a\HFN‘^M^^^^M^’^"'^^ ' ^f"'=^^f^'=1510R CHAR 
-148 I HEN Mine=Mine+l 

840 C0L0UR4;PRINTTAB(16,0);Mine 

850 ENDPROC 

860 DEFPROCdead 

870 S0UND0,1,100,100 

880 F0RM=0T0100;VDU23,0,2,97 O-O-O- 

890 F0RDE?.=0T050:NEXT ’ ^ 

900 VDU23,0,2,99,O;0;0;:NE X T 
910 PROCcheckhigh 
920 ENDPROC 
930DEFPR0Cscreen 
940 CLS 

950VDU19,0,2; 0;4,23;8202;0;0;O; 

960C0L0UR5; F0RM?.=4T029: PRINTTAB (0 M?') r 
HR«47; TAB (19, M?.) CHR«47: NEXTM?TforA?=o? 

4-■ TA^MV' '^'■^^^■*247; TAB (M?., 29) CHR#.2 
/, lAB(M/.+ l..-.,4)CHR$2’47; rAB(M?;+l'7 '?9)CHRf 

?:^:^|J^=™-="-^°^2:PRINTTAB(MX,\ica 

• " ’’rnPnuc^ ^^ > " NEARBY MINES 

- , U. CGLOUR.:-.: PR I NTT AB (0,1)" SCORE: TIM 

P: " 5 1^0(0,2) ; "BONUS: TAB (6 1 ) -Scarps 

COLOUR 14: PR I NTT AB (9,3) CHR-i:245; CHRi246; 

— 


for BBC by DANIEL LUCAS 

Tread carefully, danger lies all around. Pity you 
T^aki the way in these minefields. 

and reach the other side safely and 

^eve Y^o®u mTnht^a'^ with another more difficult 
nlfH 4 9.ht even find some damsels in dire 
need of rescuing. It s a great version of an old 
favourite ready for you to feed into your Beeb 
' iKpif t^ontained within the game 

r!fa,!|!nn/hio i!^°" ^ more time 






reading this boring blurb. 


VEX7., Y7. 


;VDLI18,0,6,251:F'RaCdel 
































1240 Name* (CV.) =Name*: Score'/. (C7.) -Score/. 

1250 ENDPROC 

1260 DEFPROChiqhscore 

1070 FORTy.= 1T02; PR I NTT AB < 5, T7.) ; CHR* 141; 
CHR* 133; "MIIcefield hibh scores":next 
I'^BO FaRL“/.= lT09 

1090 PR I NTT AB (2, L7.+5) ; CHR* (128+RND < 7) > ; 
L7.T" " ; Name* (L7.) ; TAB (25) ; Score7. <L7.) 

1--'OO NEXT j ~r - Mi-.ftcrcc cpAPP 

1310 PRINT' TAB(5);CHR*130;"PRESS SFACE 

TO START" 

1320 REPEATUNTILGET=32 
1330 ENDPROC 
1340 DEFPROCde-fchar 

1350VDU23,248,24,24,126,90, ^4,I - - 
o-?; ^749 24 24,28,26,24,124,68,6 , j 

4*"o4^T.o , 24,24,28,22,24,23,251,24,2.6,126 , 
88;24 ; 60 :38,96,23,252,24,88,1^26 . ^6,24,60 
1 OO 6 23,253,24,24,56,88,24,6-:i, -•4,96 , — 

’ t 30 34,24,56,104,24 

«^w^^*i*^**1*^^9**’*^*'*J**^ " " /-vir^er ^CTCT ^ 

1360VDU23,255,255,255,255 , 
crcT '"‘ss '’^3 34 7 129,66,36,24,24 , •_:*6,66,1-4- 1 

o3346:o:cM5l 24 ;,150,148,151,0,23,245, 

o': CM 74,170,234,170,174,0,23,244,0 0 , O O 
, ;o, 60,255,255,23,243,60,126,255,255, ..... 

’1370 00023,242,24,24,126,24,60,126,36,1 
02 

1380 ENDPROC 

1390 DEFPROCtitlepage 

!410 FaRM=1T02:PR INTTAB(7,M);CHR*141;CH 
R$130;"MINEFIELD INSTRUCTIONS":NEX T 

1420 PRINTTAB(1,4)"The object o+ this g 

ame is to move your"; r • h +tt 

1430 F’RINT"man through the mine+ield t 

'•; CHRt 130; " ' HOME ' . " 4- .i i = 

1440 pRlNT"However you can t actual!/ 

0 0 t h e (Ti i n e s ” 5 

1450 PRINT"anc) the only indication you 
have of where a mine is, is given by 

your'mine detector. This tells you how 
manv mines are immediatly next to volu 
1460 PRINT''' Before the game starts you 
are" given a brief look at the 1®'/°'-'^ 
the mines and there is a help button 
which flashesthe layout on the screen to 
r a short period, you get one of thos 

0 per sheet" 

1470 PR I NT "and it costs you twenty pom 

1480 PRINT'" When you start to get good 
i 0 after the third sheet you are giv 
0 n’two damsels in distress which y 

ou can rescuefor an extra 50 points each 

1490 PROGspace 

1510 FQRM=1T02: PR I NTTAB (7 , M) ; 5 


;CHR*134; 
;CHR*134! 


R* 130; " MINEFI ELD I NSTRUCT IONS 
j- 520 PR I NT ' TAB (5) ; CHR* 134; "I 
X - RIGHT" 

PRINT TAB(5) 

DOWN" 

PRINT'TAB(5) 

PROCspace 
ENDPROC 
DEFPRQCspace 
PRINT'tab(8) 

CHR*137;"TO CONTINUE' 

1590 REPE ATUN TILGET =3; 

1600 ENDPR(TC 


4 < i 


1 ': 




60 


NEXT 
~ LEFT"TA 

UP"TAB(2 

HELP " 


PRESS " ; CHR-T136; " SPACE 


980 PROCmines 

) CHPitlL tTd / f V ; PR I NTTAB (6,16 

) Cl IR*.4.; TAB (14,16) ; CHR*74'7 ■ VDU7 
1000 ENDPROC 
1010 DEFPROCmines 

V FORM7.=OTOLEV7.: X7.=RND ( 18) : Y 

/.-RND (24) +4: PR I NTTAB ( X7., Y7.) ; CHR*244;NEX T 

5 ■■TIME=0: REPEAT UNTIL T 
IME>luu:VDU19,2,2:0: 


1040 ENDPROC 

1050 DEFPROCinit 

1060 DIMName*(10) ,Score 7 .( 10 ) 

1070 F0RL7.= 1T010 

1080 Name*(L7.)="BIG K" : ScoreX (L7.) =< 
1090 NEXT 
1100 *FX10,10 

1 , 1 , 1 .tflU 

1120 ENDPROC 
1130 DEFPROCcheckhigh 
1140 VDU22,7 
1 150 C7.=0: REPEAT 
1160 C7.=C7.+ 1 

I 1 70 LINT ILScore7.>Sc:oreX (C 7 .) 0RrX'»9 

I ISO IFC7.>9THENENDPR0C 

1190 PR INT"YOU'RE IN THE HIGH SCORE 


TAB 


LT 


*FX15,1 

INPUT"YOUR NAME PLEASE", Name* 
Name*=LEFT*(Name*,15) 

F 0RL7.=9 I UC7.STEP-1: Score7. (L7.) =Score 
I) : Nam0:$: (L/1) =Nam0-^: (L7.--1) : NEXT 


;.0 













other areas: In no particular 
order: Wrigleys chewing 
gum, Playboy magazine and 
McDonalds all began life 
here. It is still the centre of 
the arcade video game man¬ 
ufacturing industry, a logical 
progression from the time 
when pinball machines were 
made (but banned from play) 
in the city. 

Now a new sound hums 
from the town — the sound 
of electronic bleeps and 
bloops as microcircuits per¬ 
form billions of functions in 
the half-blink of an eye. Each 
summer for the last six years 
the people who make the cir¬ 
cuits hum gather together to 
show an astonished world 
what miracles they will be 
able to buy within the next 
few months. Not just com¬ 
puters but a whole array of 


D ATELINE: CHICAGO* 
MY FEET are sore. 
Twenty-four hours 
ago 1 wasn't sure I 
had any feet left. Just two 
legacies of checking out the 
second largest computer 
show in the world — the 
Summer Consumer Elec¬ 
tronics Show (the Winter CES 
held in Las Vegas is, I am told, 
a bit bigger). 

They used to call this place 
The Windy City', not for the 
obvious reason, but because 
the politicians tended to talk 
at length about many use¬ 
less things. There also used 
to be gangsters around the 
place a few decades ago. 
Now the only gangsters 
you'll see wear business suits 
and run restaurants, 

Chicago can also claim a 
number of dubious 'firsts' in 


And what was RICHARD BURTON 
doing in Chicago in the first place? 
Why, checking out the mammoth 
Summer Consumer Electronics Show 
— when all that's new (and little that's 
not-so-new) camps out in McCormick 
Place for five days of computerfest. 
Here's his report. 


BIG K IN CHICAGO 


electronic products from 
radios, TV and video to tele¬ 
phones and satellite earth 
stations. 

Last year the undoubted 
scene-stealer was Coleco's 
new Adam Computer 
System, Oh paper it looked 
too good to be true (and 
recent events seem to have 
proved this) but it was just 
the sort of Big Launch that 
the CES has made its repu¬ 
tation on. Would this year 
hold any more startling rev¬ 
elations? 

On the surface it seems 
not. Of the major computer 
manufacturers only Atari and 
Commodore had new wares 
to announce. 

Atari surprised critics and 
supporters alike by launch¬ 
ing yet another video game 
system (their third), the 7800 


ProSystem, Starting out as 
purely a video game console 
that can accept nearly the 
entire range of VCS/2600 
carts (as welt as the new 
range of 7800 games), the 
7800 ProSystem can be 
expanded Into a low-end 
'beginner's' computer with 
the addition of a compatible 
keyboard. This operates with 
4K of RAM, expandable to 
20K and is said to have “word 
processing and BASIC capa¬ 
bilities''. The 7800 appears in 
the U.S. in July with a price 
tag of around $150 and one 
game cart included. Later 
models will come with the 
Pole Position II video game 
built in. And yes, it will be 
coming to Britain some time 
before the end of the year — 
at least that's what they're 
saying now. 


Digitalised 
imaging fea¬ 
tures strongly 
in IMAGIC's 
new titles 
Another Bow 
and The Time 
Machine; for 
IBM pc and pc 
jr., Apple II 
range, CBM 
64, and Atari. 


COMMODORE'S new top-of-the-small- 
range Plus Four. Nothing to do with golf 
— it's aimed at the small business user. 























dow' facility, 128 colours, 320 
X 200 pixel screen resolution, 

2 tone generators and more. 
The Plus 4 is compatible with 
the new Commodore 16 but 
not with the Commodore 64. 

As far as software goes it 
was very much Commo¬ 
dore's show, with the world, 
its wife and its 12-year-old 
whizz-brat turning to soft¬ 
ware for the CBM 64. Pretty 
much the only video game 
system left in the cartridge 
software stakes is the Cole- 
covision. 

Activision, Parker and 
Imagic had huge, expensive 
stands showing their rapid 
move into software for all 
major computer systems — 
notably the CBM 64. 

Parker had Star Wars The 
Arcade Game running on 
most systems and a new 
starring role for its aquatic 
megastar Frogger II: Three- 
deep. 

Zenji, Toy Bizarre and The 
Activision Pencil (a graphics 
aid) headed a strong line of 
new releases from Acti¬ 
vision. Definite word at last 
on the first cassette-based 
releases for the Spectrum 
from Activision's Interna¬ 
tional division: Beamrider, 
H.E.R.O., Zenji, Space Shut¬ 
tle, Enduro II, River Raid and 
Pitfall It 

Activision also openly 
declared the interest in the 
new MSX system, which was 
noticeable at CES only by its 
absence. Dark reports of 
secret meetings with major 
manufacturers during the 
show abounded but hardly 
any machines could be seen 
on display. 

Coleco announced boldly 
that it was standing behind 
its Adam computer and 
released a whole slew of new 
peripherals for it including a 
5y/ disc drive and RS232 
interface. 

The British flag was waved 
proudly at the show by Sin¬ 
clair Research and Quick- 
silva. The former had four 
dongled-up QLs on show 
(and which four people in 
Britain are still waiting for 
their machines?) and the lat¬ 
ter's U.S. operation (some¬ 
what surprised at the recent 
takeover) had a small stand 
displaying both its and Vir¬ 
gin Games' products. 

To sum up: Chicago is a 
big city and the Consumer 
Electronics Show is an 
incredibly big show. As of 
writing it isn't over for me 
just yet. There's more to see 
and more to do. Join me 
again in the windy city next 
issue. 


The newly-announced CBM 16. 
A replacement for the ageing VIC-20? 


Atari had two other tricks 
up its corporate sleeve. 
MindLink does away with 
those messy joysticks and 
actually puts your brain to 
work! The device consists of 
a soft-moulded headband 
linked to an infra-red con¬ 
troller. The headband detects 
slight electrical impulses 
generated by the muscle 
movements In a player's 
forehead and sends infra-red 
signals to the game console 
or home computer which 
control the on-screen objects. 
Special software will be 
needed for MindLink but all 
that was on display on Atari's 
CES stand was a form of old 
favourite. Breakout. As of 
writing I've yet to experience 
this Orwellian device first 
hand but the next issue of 
BIG K could contain some 


Above: 
Against all 
expecta¬ 
tions, 
ATARI 
launched 
the 7800 
ProSystem 
dedicated 
videogame 
machine. A 
turkey In 
the mak¬ 
ing? Or a 
subtle 
market 
ploy? 


ATARI'S Mindlink: still 
experimental, it utilises 
sensors to test for 
encephelographic waves 
(brainwaves) and also minute 
muscle flexing, translating 
these signals into code. A bit 
like biofeedback or a polygraph 
(lie-detector) machine. 


startling results. 

Atari also announced their 
long-awaited collaboration 
with George Lucas' Lucas- 
film Computer Division with 
two new games: Balt blazer 
(a sort of science fiction game 
of football) and Rescue on 
Fractulasia simulation game 
that puts you in the driving 
seat of a planet-skimming 
craft). The games will be 
available in 5200, 7800 and 
Home Computer editions 
here before the end of the 
year. 

Commodore finally put an 
end to the speculation about 
their next home micro. 264 
or 364? Neither, actually. 
Prepare forthe coming of the 
Plus 4. Now before all the 
jokes about baggy golfing 
trousers start coming, the 
Plus 4 is so named because 


it has four items of software 
built in — the ubiquitous 
spreadsheet, word proces¬ 
sor, database and graphics 
package that every business- 
orientated micro must have 
done these days. Which gives 
you an idea of the market the 
Plus 4 is being aimed at. 
There are no plans for It to 
replace the Commodore 64, 
That is now seen as the 'flag¬ 
ship' of the Commodore line, 
with the newly announced 
Commodore 76 filling in at 
the lower end (and surely 
replacing the ageing VIC-20) 
and the Plus 4 at the top end. 

Under all the business stuff 
on the Plus 4 is a 64K RAM 
(60K available for BASIC pro¬ 
gramming) micro with a full 
travel keyboard. There are 8 
reprorammable function 
keys, a Help key, screen 'win- 















this 


PICK OF THE MONTH/BIG K ZEROES IN 


AVIATOR 


by 

ACORNSOFT 


W’AcoVnso« 


THERE'S A fair number of ^''9^ 
simulators around now for the 
rRC and other smallish micros 
^ and for the most part they'd 
have trouble 
Gmndma making a cup 
Let's face it, a straight Ime and a 
rectangle with fots °n 't 'sn t 

foo? waT prlttV b'l^Ik u°ntn 
Acornsoft entered 
with characteristic Batt'® 
ain panache dumped Aviator in 

°Tt's quite something. First time 

uplv?as airsick. Then! crashed 

a%, which is to be ®’‘P®®^®‘lLe 
takes a couple of years to geU 
hana of walking, so tiying is 
bound to turn up the o^d prob- 
lerl^ here and there, but then 

SiJtfire^k II, in full rietail- Any- 
tWna a real Spitfire can do so 
can Vwator. B^rel rolls, loop^ 

tv^^A^fars^ 

as the dead ship flops its oeiiy 

irs (that's line drawings to you 
Sd K but the »tnp.t.nou 

Dales in comparison. The ditter 

ence between f.ids and 

rest is the landscape — fields ana 

trees, a river with a 
it and even a town called 
'eVsrl Acornsville. Points are 
Awarded for ^'vinQ under he 
bridge or through Acornsvilie. 


Double points if y°u're crazy 

nr SO they grow wings and 

avrs^o-ssrpopu- 

'In the early stages the trick is 

!;rErrSeC'.bS°e..b; 
KS.TbpuS:=rdS4 

Aterl bit the fuel starts to run 

low butthat'snoproblenv Just 

the Spitfire refuels. O"®® Y?'pro- 

the hang of it you 

bably keep going <9^ ®'Y^fg^e of 

game you buy. — 


YESjiirr IS n’ 
A HUN KILLER? 

TONY TYLER 
compares 
Acornsoft's Spit If 
to the real thing. 


Games AVIATOR 
iSkersACOBlISOIT 

»SEi».BBOMODJbB 

jiorniatscasse^orc^ 

Price; S14.95 (cassette) 
£17.65 (disc) 

BatingsKKK 


Coiold. Be Better 
Could Be Worse 
Unsurpassable 


KK 

KKK 


THE SPITFIRE Mk II on which the 
Acornsoft Aviator game is based 
was by and large the machine 
actually in service at the time of 
the Battle of Britain. It differed from 
the earlier Mk I in having a three- 
bladed propeller and as a result 
slightly enhanced speed. Its arma¬ 
ment — here the Acornsoft ver¬ 
sion does not correspond to the 
original — was the famous set of 
eight .303 Brownings {not two 
wing-mounted cannons — these 
only came in with the 1941 MkV). 

In reproducing the flying char¬ 
acteristics of the Spit Acorn have 
gone further down the reality road 
than any other flight sim known to 
Big K — with the honourable 
exception of Microsoft's Flight 
Simulator for the IBM PC and 
clones. In order to keep the mem¬ 
ory reserves high and avoid the 
problem of high-speed con¬ 
tinuous fills (as the horizon tilts, 
so does a new solid map need to 
be filled), they have stuck to one 
colour and ignored solids alto¬ 
gether. This reduces the horizon 
problem to single line propor¬ 
tions. 

The best thing about Aviator is 
the instrumentation. None of your 
crummy digital readouts, but 
proper dials that can be read at a 
glance. Everything has been 


thought of — failure to raise the 
undercart will hold the speed and 
the nose down and make the 
machine pitch uncontrollably. 
Takeoff speed seems a little high, 
and I'm not sure whether a fully- 
fuelled Spit unsticks quicker than 
an empty one (as it should and 
did). 

Top speed in level flight of the 
original was around 323 mph — in 
a dive it was anybody's guess up 
to and exceeding 450. So it is here 
(nearly), with the entirely realistic 
provision that if you pull out too 
rapidly your wings fall off. The 
same dangers He in wait for all 
overenthusiastic aerobats. 

At the end of the day flight sim¬ 
ulators are just that: simulators. 
At least half the dangerous man¬ 
oeuvres your eye alone can warn 
you of in Aviator would — in the 
real thing — be detected and 
avoided by the famous "seat of 
the pants" feeling — i.e. if your 
stomach doesn't like it, then nei¬ 
ther will the airframe. But until 
Acorn or some other entrepre¬ 
neurs (probably Torch) conceive a 
way of putting you and your Beeb 
in a stilt-mounted, hydraulically 
operated, oil-smelling, exceed¬ 
ingly noisy box (with eight .303 
Brownings) this will probably 
remain the state of the art. 








































MES"COMPU| 


YODELLING 

He's certainly getting^round, this Horace char¬ 
acter. First time around he was feeding his face 
in a maze. Now he's off to the Alps for.a spot of 
skiing. Where are we going to see him next? 
Wallaby hunting Down Under, maybe? 

Anyway, back to the-business in hand. Hor¬ 
ace, before he hits the slope, has to buy his skis. 
They're in a hut on the other side of a busy road 
and they cost ten dollars — Horace starts off 
with forty. If he gets knocked down an ambul- 


DEEP SPACE 

Frantic interstellar shoot 'em up 
distinguished by some superb 
large scale cartoon graphics. Ad 
Astra, or, To The Stars' is the 
dashing motto of the Deep 
Space Patrol, and as a new recuit 
it's your dubious honour to 
patrol the shipping lanes 
between the distant Way Sta¬ 
tions that mark the borderlines 
of Terran space. Needless to say 
these shipping lanes literally 
crawl with hostile Xtros. There's 
the Pirate battle cruisers and 
their speedy droid scouts to con¬ 
tend with, the mammoth mine¬ 
layers of Mongo (or whatever) 
and interminable clouds of 
lethal space debris to avoid. It's 
a good job there's a joysticks 
option as my digits just couldn't 
take the pace. Space debris pre¬ 
cedes each wave. Huge cratered 
globes spin towards you with 
dazzling smoothness. You can 
only hold your breath and dodge 
as they fly past — only to rocket 
straight into the eager maw of 
the alien force. The animation 
throughout Is superb and I was 
particularly impressed by the 
mammoth minelayers. (Even if 
they caught me every time.) Still 
it's almost worth it for the mega¬ 
blast that ensues. I've yet to 
make a Way Station but I'm sure 
that when I get there it'll look 
grand. Of course such animation 
has its price. The action takes 
place over a static background 
and to sparse musical accom¬ 
paniment. Still it's cheap for 
what you get. Space Cadets 
should enlist immediately! — 
S.K. 

Game: AD ASTRA 
Maker: GARGOYLE GAMES 
Machine: SPECTRUM 48K 
Format: cassette 


ance comes and takes him away, but only if he 
can pay a ten dollar ambulance fee. Would they 
really leave him lying in a pool of blood in the 
road if he couldn't pay? (Too true they would.) 

Then comes the skiing bit Horace has to be 
guided down the Hannekon run avoiding the 
flags, trees and any other garbage left lying 
around until he gets to the finishing post then 
he gets another slope. 


One would think a visit to the ski slopes with 
Horace would be quite exciting. On the contrary 
it's rather dull. All it really means is guiding a 
blob around a vast expanse of white trying to 
miss things that get in the way. Perhaps the 
Dynamic Diggers could find him something 
more exciting next time around. —K.A. 
Game: HORACE GOES 
SKTrUG 

Maker: MELBOURNE HOUSE 
Machine: COMMODORE 64 
Format: cassette 
Price: ib5.95 
Rating: K 




MEAN REDS 

A sort of horizontal Pac-Man 
dressed up in its own mythol¬ 
ogy: you're a member of the 
great starfaring race of Inter- 
galactic Cheese-snufflers, 
marooned in a maze beyond the 
furthest reaches of space and 
time . . . that sort of thing. 

BasPcally, you're in a Pac-Man 
style labyrinth, gobbling up the 
old dots on the ground and 
occasionally chancing upon a 
special one that allows you a 
limited time to gobble up the 
Red Meanies that are chasing 
you. But whereas in Pac-Man 
you're looking down on the 
maze, here you peer along its 
corridors. Nice for the hurtling 
effect as you hit a long stretch. 
Horrible when a Red Meanie 
suddenly looms, enormous, up 
in front of you. As you can't tell 
where you're going (and pro- 




bably won't even have a clue 
until you've slogged away at it 
for a couple of months) it's 
bloody difficult either to chase 
said red things or even deduce 
where they are in relation to you 
when you hear the warning 
beep that indicates a hostile 
prescence nearby. Oh yeah, 
there are also things called Blue 
Loonies that also loom up, set 
off the alarm etc, but they're 
perfectly harmless and are pre¬ 
sumably only there to give the 
novice a nasty turn. 

In all, a novel variation on a 
classic theme, but not quite 
novel enough to make it a big 
success. — D.R. 

Game: RED MEANIES 
Maker: SALAMANDER 
Machine: DRAGON 32 
Format: cassette 
Price: ^7.95 
Rating: KK 


Reviewers 

STEVE KEATON 
NICKY XIKLUNA 
JSJVOR SPALL 
KIM ALOIS 
tony TYLER 

RICHARD BURTON 

RICHARD COOK 


TROMS 
[jy MEET 
* “ MORT 


Gripes! This is absolutely bad, 
man. Imagine Tron without 
effects. Tom without Jerry and 
Gridrunner without grids. 
Imagine being sentenced to life 
in an arena of relentless peril, 
illuminated only by the flames 
from a central inferno and the 
flash of laser fire. Imagine heavy 
duty warfare, imagine there's 
no people ... About the screen 
sparkle The Bits. With your 
trusty Bitsearcher (fashioned 
after the battle cruiser from 
Tron, hence the awkward title) 
you must hoover 'em up one by 
one and deposit them into the 
central furnace. Sharing the 
arena are the Bytesheets, great 
wails of noise that grind up and 
down ttie screen, and around 
the edge skate the deadly 
Nibbles who pump poisonous 
pixels stage centre. All must be 
avoided. As you move through 
the screens the Bytesheets 
become more furious and the 
Pixel shower more intense. Its a 
visual nightmare that requires 
fearsome coordination. A 
simple idea true enough, but the 
game just won't quit. Like I said: 
It's bad. S.K. 

Game: TROM 
Maker: DKTRONICS 
Machine: SPECTRUM 48K 
Format: cassette 
Price: ^5.95 
^ting:KKK 


PROGRAMMER ON THiE RUN 


This is another variation on the 
old sliding block game, but with 
a sting in the tail. You know the 
kind of thing, shove rocks around 
the screen trying to flatten 
beasties. Trouble is if you miss 
the beasty the rock bounces off 
the first thing it comes across 
and gives you a nasty slap in the 
gob. Not a pretty sight. Course 
you can dodge out of the way. 

Confused? Let uncle explain. 
The year is 2003, the setting the 
aftermath of a nuclear holo¬ 
caust in a maze of rocks, where 
the sole survivors are Krackats 
(who dreams up these names?) 
These little nasties have devel¬ 
oped a taste for human flesh 
(flesh'n'chips?), so the idea is to 


give them a good pounding with 
a rock. But I like I said, watch out 
for the rebound, it's a killer. 

Then there's the other screens. 
The first is fairly straightfor¬ 
ward, sort pi what you see is 
what you get. But the second 
and third are something else. 
Number two is the 'Mayfield' 
where the whole screen is filled 
with rocks. You have to guess 
which ones are real. Then come 
the hidden rocks. Finding a way 
around a maze you can't find 
presents certain problems. Need 
I elaborate? 

Rubble Trouble is good, pro¬ 
bably the best I've seen for the 
BBC. Well worth an Investment. 
— K.A. 


Bating: KK 















TURBOCHARGE 
YOUR SPECTRUM 



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❖ Works with latest Quickshot Mk II auto rapid-fire joysticks! 

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To: Ram Electronics (Fleet) Ltd, 106 Fleet Road, Fleet, Hampshire GU13 8PA. 


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Trade and export enquiries welcome. 
















































lOTHLORIEN ^ 


COMMODORE64 • SPECTRUM • BBC • ORIC • DRAGON ‘TANDY 

IF YOU THINK YOU'VE GOT 
THE BETTER OF YOUR COMPUTER, 
YOU'D BETTER THINK AGAIN.... 


We all enjoy a good action ga^e on our home computers, but after a while doesn't chasing,the alien 
across a screen wear a little thin? That's the time to take on the superior challenge of a Warmaster strategy game 
plenty of action, plenty to think about, and plenty of titles to suit every taste. 

Take on Warmaster and really,put your home computer through its paces. 



CONFRONTATION 

Build-on game that offers a basic format 
for any modern, non-nuclear conflict. 
Contains a modern European scenario 
with facility to create others of your 
choice using air and land forces. 
Two-player game. 

Spectrum £7.95 

BBC-B ^ £7.95 


RED BARON 

Offers the excitement of arcade action 
but requires the tactical thought of war 
games. Pit your biplane against one or 
two of the Kaiser's aces In this aerial 
combat game. 

Spectrum 48K £5.95 


PARAS 

Dramatic all-graphics campaign. 

Your hand-picked force has dropped 
behind enemy lines to capture a strategic 
river crossing. Two versions of the game 
with ten levels of play. 

BBC-B £6.95 

Spectrum 48K £5.95 

Oric 1 48K (coming soon) £6.95 


DREADNOUGHTS 

Suspense-filled high seas drama as the 
pride of the German Grand Fleet is locked 
in battle with the Royal Navy. 

Two-player game. 

Spectrum 48K £5.95 


JOHNNY REB 

There's still plenty of fight left in the 
Confederate South as each side selects 
forces to manoeuvre on a full-graphics 
battlefield. Play against the computer or 
challenge a friend. 

Spectrum 48K 
Oric 1 48K 
BBC-B 

Dragon 32/Tandy Colour 32K 
Commodore 64 (coming soon) 


£5.50 

£6.95 

£6.95 

£6.95 

£6.95 


Available from John Menzies, Lightning Dealers and better 
software shops or dip the coupon for fast delivery. 


F' 


Please send me (tick box) 


Confrontation 


BAmEZONEZOOO 

Futuristic wargame. 
Your tanks, missile 
launchers, infantry etc. 
have to destroy an all 
powerful computer- 
controlled battle machine. 
Can you save Planet Earth? 
BBC-B £6.95 


Red Baron 
Paras 


Spectrum 48K 
BBC-B 

Spectrum 48K 
BBC-B 
Spectrum 48K 
Oric 1 48K (coming soon) 


£7.95 

£7.95 

£5.95 

£6.95 

£5.95 

£6.95 


□ 

□ 

□ 

□ 

□ 

□ 


Johnny Reb Spectrum 48K 
Oric 1 48K 
BBC-B 

Dragon 32/Tandy 
Colour 32K 

Commodore 64 (coming soon) 
Dreadnoughts Spectrum 48K 
Battlezone 2000 BBC-B 


£5.50 

£6.95 

£6.95 


n I 


£6.95 

£6.95 

£5.95 

£6.95 


□ 

□ 

□ 

□ 


Free colour catalogue listing all Lothlorien games □ 

1 enclose a cheque/P.O. for £_made payable to M C Lothlorien. 

Please debit my Access No-/_/_/_Signed- 


Name- 


Address- 


Send to: M C Lothlorien, Dept. 
Poynton, Cheshire SKI 2 lAE. 
Tel: Poynton (0625) 876642. 


, 56a Park Lane, 










































VIDEO GAMES "COMPUTER GAM 


flTHRQM RTC 1 , e 


'Your computer is revolting' I was informed by the instructions, iwa? 
offended. Dog-ends apart, it seemed clean enough. Reading on, things 
became clearer. It seems that there's a massive power struggle going on 
inside the computer. The CPU has been abusing its position of power and 
the lesser components are rebelling, they come steaming down the circuit 
tracks with malicious intent. You move a fire pointer from pin to pin giving 
the unruly components the old one-two before they get too close. If they 
reach the chip it's Zapsville. As time goes by word gets round that there's 
a shoot-out at the O.K. 6502. You get bombarded by more and taster 
components and the going gets pretty tough. In later pages the circuit 
tracks form more complicated shapes and you've got your work cut out 
just trying to see where they come from. 

Transistors Revenge is fast and furious. Nice, smooth presentation and 
enough action to keep you permanently on yourtoes. If you imagine Space 
Invaders tied in a few knots and then shoved into a tumble drier you'll 
have a pretty fair idea of what's going on. — K.A. 


air TRAFFIC CONTROL 


0 screen. (I 

to conquer thffc 

iijt I won t. Afi3 .) 

-3 sudden 

Talktr^ on this 

SI-.'iSd.Tn,"". 

9®^®' .,rc. 14 levels of p'a^ 

s^heroe! 

square on^ trying! 

, grammrng. — 


^P^'^PaSg 'en to 
jssy. r^nriH ,y^. Qp Con- 

lau"* 

ad:-cui^V'a£^'ewtovU’s 
ben there s Qj^y HaM 
Roxie' c'oema- a ^ ^ 

eplete with statu 

jourse, 3" gviite gaitil a 

ili:s cairn m Cutes __ 
warning Time 

rSfSrifS'andonce 

i-here s g® ®ty the 

store. First to 

fooihardy wfrom 

i attack, 3 k past them at 

datory atta^ th^ear. Then, 

S'-r3k;ea 


acttss the 
you I •.— 

there are 
attse^ t. - 


CTTYATTAK 


;£S«obo» 

rt: cassette 
£6.95 




iBnnfl Hd 


Roger, Golf Zulu 
Turn left...er... 


First thing that happens is you 
crash a lot of aircraft and kill a lot 
of people. Sounds good, huh? 
Well all you aspiring homicidal 
maniacs out there better think 
again. The object of the exercise 
is to land the aircraft safely and 
NOT kill the people. Of course if 
you've got a real vicious streak 
you can have great fun directing 
all the traffic to the middle of the 
screen then sit back and watch 
the resulting carnage. That's if 
you can get the hang of it first. 
Believe me, it ain't easy. 

Heathrow is a simulator. Not a 
flight simulator, but an air traffic 
control simulator. First there's 
the instructions to plough 
through. Complicated? Imagine 
a four year old learning machine 
code. 

The game takes you through 
seven levels, from total none- 
brain air traffic controller to super 
ultra zippo air traffic controller, 
with a demonstration some¬ 
where in the middle. When you 
start getting competent (maybe 
three years from now) you can 
start covering things like Vortex 
Spacing (Eh?), and emergency 
procedures, this is a faithful sim¬ 
ulation of the problems facing 
an air traffic controller and it 
would come as no surprise to 
learn that there's a room full of 
nervous wrecks somewhere in 
Heathrow with a label on the 
door, 'Ex-air traffic controllers'. 
— K.A. 


HfKBNCBMSHIMTS 


tnRE nni nnn 


fireball 

FURIOSO 

foolishness 


Game: HEATHROW AIR 
TRAFFIC CONTROL 
Maker: HEWSON 
CONSULTANTS 
Machine: BBC MODEL B, 
ELECTRON, SPECTRUM 48K 
Format: cassette 
Price: £7.95 
Rating: KK 





































PUTER GAMfJ^ 


KKK 


CoiJld. Be 
Could Be Worse 
Unsurpassable 


CHIPS FOR 
EVERYTHING 

Two Strategy games from th 
same stable, one drearily math 
ematical, one moderately exci 
ing. The 64 isn't a very good 
micro for strategic pastimes — 
how to put the graphic capabili¬ 
ties to use? — but Red Alert at 
least uses what it can in pictorial 
terms. 

One to four users can tussle to 
raise capital, hire underworld 
stooges, evade police snoopers 
and gather up useful trifles like 
flamethrowers for, eventually, an 
assault on a missile base (a 
rocket is launched as the glo¬ 
rious climax of the affair). In fact, 
the nub of the game is raising 
loot, done mostly at a casino fruit 
machine or a perverted card table 
which the computer usually wins 
at. The rest Is played out like a 
series of episodes from low 
budget espionage movies: mys¬ 
terious assignations at Clapham 
Junction, trips to Moscow (huh?) 
and harrassment by the feds 
which results in many a bundle 
of secret papers disappearing 
down a lavatory bowl. A cynical 
assessment would be 'gambling 
game with knobs on', but it's 
engaging enough in a modest 
way. 

Wheeler Dealer is an unfor¬ 
tunate stiff from screen one. Up 
to 16 can play (when was the last 
time you had 16 crowded round 
your micro?) at a pointless scen¬ 
ario where gearboxes, tyres, 
engines, monopolies, bank bal¬ 
ances, industry troubles and 
general inertia jostle politely for 
attention. The graphics are of 
ZX81 standard, the 'action' 
wouldn't leave a tortoise breath¬ 
less and the most pressing issue 
isn't staying in business, it's 
staying awake. Avoid. — R.C. 

Game: WHEELER DEALER 
Maker: MR CHIP 
Machine: COimODORE 64 
Format: cassette 
Price: ^5.50 
Bating: None 

Game: RED ALERT 
Maker: MR CHIP 
Machine: COMMODORE 64 
Format: cassette 
Price: Jb5.50 
Bating: K 


HIM TOOK HIM CHANCES 
MEK HIM MONEY — SEEN? 


They're a witty lot. Task Set — 
this one is subtitled 'Super Digi¬ 
tal Mix'. I couldn't recognise the 
tunes Rankin' Rodney skanks 
around the screen to but it's a 
merry enough accompaniment 
to his misadventures. A joystick 
pilots him from the centre of each 
of 20 screen, onto multicoloured 
conveyor belts and from there 
into four sectors which each 
house a particular instrument (a 
change in the tune comes when 
Rodney picks one of them up). 
Once he's got all four back to the 
centre — having dodged lethal 
: crotchets and patches of discord 
I — it's on to the next screen. 

Personalty, my peepers were 


feeling frazzled after 20 minutes: 
the key to hopping the moving 
belts is getting on to the right 
colour dots, and the display Is 
ablaze with fluorescence. RR isn't 
a very clear piece of animation 
and sometimes the fellow is 
almost Invisible — besides which 
the controls doa't seem too 
responsive in shifting him. Never 
got beyond the first few screens 
so I can't tell if there's any drastic 
change later on, though 1 will say 
that this is much harder than- 
TS's other newie. Super 
line. Very lively, but 1 & I will 
have to practice like roots man 
to be top dread, seen? — R.C. 


76 JELLY TOTS LED THE BIG PARADE 


In the first game I got three lives. The second very generously 
coughed up seven without giving any real indication of why. 
Such minor inconsistencies aside the game was good. Don't 
think — just shoot: fast and from the hip. Move slower than a 
cat with its tail on fire and you're dead. Don't even worry about 
where, you 'll hit something. 

The first screen is a variation onSpace Invaders. Weird but 
definitely menacing objects with an uncanny resemblance to 
Jelly Tots parade across the top of the screen dropping bombs. 
A 'Robo Crab' patrols the bottom half of the screen. When 
Guardian Pests start to form a pincer movement from the side 
desperation turns to sheer panic. 

Clear screen one and the scene changes. An egg wanders 
around the screen with four Robo Crabs circling it. You need five 
consecutive hits on the egg without being hit by a stun bomb. 
Not easy. Just when you're getting a taste for blood, probably 
green, you notice that your score is falling fast. Panic rises pro¬ 
portionally. 

Odyssey seems to be a cassette full of just about every alien¬ 
zapping game known to man and alien alike, there are five 
screens, each one vastly different from the rest. I must confess 
to being confused about how many Ivies I had. Sometimes it 
was three and in other games I counted as many as seven, but 
in spite of this it definitely works. I only hope I can explain away 
all these dead aliens to the cleaners. — K. A. 


Game: ODYSSEY 
Maker: K-TEL 
Machine: COMMODORE 64 


Fbrmat: cassette 
Price: £6.95 
Batiiig:KK 


NICK THE FRUIT. A VOID THE SPARROW. 


Honesty is the best policy, or that's what they 
teach in the Boy Scouts. Fruity Freddy wasn't in 
the Boy Scouts. A quick butchers overthe fence 
forthe all clear and it's straight into Mr Meano's 
garden after the fruit. We all know that scrump¬ 
ing is a risky business but Mr Meano's garden 
is like cuddling sharks. First of all there's the 
killer bees swarming out of the bee-hive, then 
the Crazy Crimson Catapillar zips across the 
garden trying to make dead Freddies. Tread on 
a seed before it's fully grown and Mr Meano 
storms out of his house throwing mega-wob- 
blies fit to bust. 

Then there's the sparrow. Since there's no 
way to be discreet about this let's be blunt. It 
dumps on Freddy. Toyou and I asparrowdump 
means a mild case of embarrassment and an 
urgent need of a handkerchief, but as far as 
Freddy's concerned it might as well be an ele¬ 
phant. He staggers about in a daze and then 
drops dead. 

All in all Freddy does a lot of dying. It's a 
challenging game and once you get the hang 
of it it'sgreatfun. —K.A. 














IVIDEO GAMES o COMPUTER G. 


= Could Be Better\ ^ 
= Could Be Worse I 


So there was I sailing the high 
seasr splicing the odd main^ 
brace and shivering a timber 
here and there, when up walks 
Long John Silver with a real 
neato plan with a pretty heavy 
cash return. 

This is a fairly standard ' 
adventure game but what gives 
it a good position in the Adven¬ 
ture Game Hall of Fame is its wit 
and a clever use of sound. The 
cassette loading is accom¬ 
panied by a sea shanty which is 
retained for later use in the 
game. As you approach the sea¬ 
shore you hear the sound o f surf 
and seagulls (they really do 
sound like seagulls}. Limited but 
clever use is made of the Mode 
7 graphics and the description 
of locations is interesting. A 
major frustration with some 
adventure games is the same old 
response when you pick up an 
object or give the computer an 
instruction it can't understand. 
Not with Flint's Gold. It has a 
library of interesting responses. 

While it couldn't hold a place 
with the world's adventure clas¬ 
sics, it could well find a secure 
position in the games cupboard. 
— K.A. 


GametraETSGOIiD 
Maker; MIC5R0GRAPH 
Machine; BBC MODEL B 
Format; cassetbe/disc 
Price: &6.9d (cassette) 
^,95 (disc) 

Bating: KK 


But Where 
is Wayne 
Fontana? 


. KKK = Unsurpassable 


Adventure fan Paul Styles 
wrote this puzzler with the 
Quill, and Gilsoft were so 
impressed that they mar¬ 
keted it! Being a 'fan' rather 
than a 'professional' author, 
perhaps Paul has kept his 
tongue firmly planted in his 
cheek as this adventure's 
descriptions and responses 
show a splendid sense of 
humour. 

It all started in the office 
where I spend my "ordinary 
humdrum existence", fur¬ 
nished with just a tele¬ 
phone, a desk diary and 
(Aha!) a quill pen. Suddenly 
the phone rang! I answered 
the insistent purr to a listing 
voice which declared (a la 
Max Boyce) "Croeso y 
Cymru". The room span, my 
world vanished . . . and I 
recovered consciousness 
inside a closed cell in the 
huge complex of Mindben- 
der. Alone, unarmed, I had to 
seek out and destroy the ter¬ 
rible threat. 

Paul has ignored some of 
the Quill's visual presenta¬ 
tion (viz. highlighted direc¬ 
tions and objects) in favour 
of the plainer Artic-style, and 
made singular but effective 
use of sound. 

Not the most difficult of 
adventures so far, but an 
excellent introduction for 
novice adventurers: even 
seasoned veterans should 
find enough to keep them 
entertained. Anyway, I must 
get back to the kitchens and 
that food . .. — T.S. 


Game: MINDBEMDER 
Maker: GILSOFr 
Machine: SPECTRUM 48K 
Format: cassette 
Price: ^£>5.95 
Bating: KK 


you drop and break 


TGIVE RUN 

You can't have your sealegs yet shipmat€ 
I don't tolloui your dritt. 

7DRINK RUM 

The world spins and you drop and break 
t he bo 111e. 

?GET GLASS 
No can do. 

?S 

You a re on t he NORTH-SOUTH Je t t y.To the 
UEST is a gangplank up to a black ship. 
Evil looking sailors watch from the Gun 
po r t s . 

7S 

You are on the NORTH-SOUTH Jetty with 
sea on both sides. 

7S 

You are in the street leading EAST and 
UEST.The entrance to the Jetty is NORTH 


You are in the street.To the EAST is the 
entrance to a shop. The road leads UEST 
and SOUTH. 


f?^ttered Ann 

tortuous travel 

'foUvo^t] an and 

Ir goodshoZ . ^ome 

^ great ^hat? 

andfh 


th^centr2f 

't/s at ^ 

-N.x'^Pout. Go tt% 


pSp"- 


Quite, Henderson 
— the spare wheel! 


EPYX ARE deservedly well-known in the US for a series 
of superb action adventures and strategy games, mainly 
targeted on Apple and Atari to date. Pit Stop represents 
their plunge into Coleco-land. 

If they hope to compete with Coleco's own Turbo Driver 
— let alone the peerless and as yet unsurpassed Pole 
Position — they've got another think coming. The actual 
race-car sequences are less detailed and less convincing, 
while the Pit Stop routine — on which Epyx have pinned 
their hopes in a desire to find a new lick — rapidly grows 
tedious. You can win or lose a race in the pits, sure; you 
can also blow it with an ill-judged ROM that adds nothing 
to what already exists on the market. Coleco and Atari 
can sleep tight. — T.T. 


Game: PIT STOP Format: ROM 

Maker: EPYX Price: &29 (approx) 

Machine; COLECOVISION Bating: K 






















MES ° COMPUTER GAMES ° VIDEO GAMES ° COMPl 


Threesome 

Back to the control seats boys 
— it's time to save the universe 
again. This time it's Triads and 
they are MEAN. Swooping in 
from the distance blazing death 
they grow larger and more mem 
acing until they nearly fill the 
screen. 

Once they're mopped up 
there's an asteroid storm to 
contend with. This has to be 
cleared before the transport fleet 
can pass through to its destina¬ 
tion planet. Success is rewarded 
with promotion through the 
ranks, failure means a visit to 
that Great Space Station in the 
sky. 

After a brief respite, barely 
enough time to grab a cup of 
synthi-caf, another fleet of Triads 
has to be dealt with. 

The great thing about this 
game is the added features. 
Turning off the sound. Freeze 
Game are all there, plus several 
others. Hiked the option of play¬ 
ing against more than one 
player, it saved a multitude of 
family arguments. But for real 
kicks try turning off the gun 
sights. — K.A. 

Game: TRIAD 
Maker: LIVE WIRE 
Machine: COMMODORE 64 
Format: cassette 
Price: ^8.95 



Microdeal are a Cornish com¬ 
pany rightly famed for carefully 
researching their market. 
Research told them that their 
Space Shuttle game, at that time 
already out in BBC and Dragon 
versions, could stand a little 
spreading across the board; 
which is why it now appears on 
Atari. 

In a sense the game's designer 
has been handicapped by a pra¬ 
iseworthy desire to effect a gen¬ 
uine simulation. This means the 
velocity parameters, for 
example, are necessarily inflex¬ 
ible. Perception of these from the 
pilot's point of view (the p.o.v. 
you get) is necessarily slow. So 
even the smoothest code 
wouldn't be able to cope with 
the problems posed by lack of 
high-enough resolution: even 
single pixel movement, if slowed 
down enough, can and will be 
jerky. 

That said, instruments faith¬ 
fully record your progress; and 
through the window you see 
stars, floating satellites, etc — 
but all the same a bit of showbiz 


would have been welcome. In a 
word (and this is an odd criti¬ 
cism to make of a sim), too much 
data fidelity and not enough 
pizazz. 

Space Shuttle comes in the 
usual Microdeal cryogenic pack¬ 
ing with the naff artwork. Two 
versions — 16K first and then a 
32K version — follow each other. 


which is thoughtful considering 
Ataris also break down along 
these very lines. Fans of faithful¬ 
ness will go for it; me, I found it 
a little on the dull side — but 
then, I imagine the real things 
must have its moments of ennui 
also. — T.T. 


Game: SPACE SHUTTLE 
Maker: ludlCRODEAL 
Machine: ATARI 400/800XL 
Format: cassette 
Price: &8.00 
Rating: K 


Eating: KK 


the KLARTZ council 


HIS IS an adventure game 
or the novice .and expen- 
.nced alike. Being a multi- 
iSventure' you donotexpe- 

fence the mind-numbing 

problem of coming to a dead 
halt at your first 

insurmountable obstacle. 

Merely leap into your handy 
T^me Capsule and zoom off 
elsewhere. There are five 
'isewheres' ^9' 
off to so there is plenty to ao 

°"lnitiatfy^this is a oa^ppmg 

ind maze-solving task wh^h 

vill teach the beginner sonne 
mportant „^c 

adventuring. Response i 
□uite good and the vocabu- 

K ad^uate. Just when you 

think everything seems 

sUaightforwardthistext-oiMy 

adventure throws up some 

?eal challenges. IdentiWmg 

and collecting objects pres¬ 
ent few problems (there are 
some random elements 
which require time-wasting 
^erseverence) but entering 
ocations can 

The program can be unfor 


Giving to the unwary- Having 

^ot stuck in a shaft where.t 

is too dark to see and move 

rd lost the program. To m®ke 
a blunder and then have t 
reload does not 
'adventurous play, by an 

means kill me off hot having 
to reload the whole game.. 

%lUn all, definitely a.game 

to return to and try again an^d 

?rpp5'“buf t°hii 

seem sioppy uottpr 
adventure is much better 

?han many. There is a lasting 

mpr^slionthatithashidden 

will someone tell 
SeCwVcmgPtali^ftso 
that lean see them?-T.S. 


Game: KLABTZ ^ THE DARK 

Machine: DRAGON 32 
Format: cassette 
Price: ^9.95 

Bating: KK 


Commodore 64 / ^\ 
& BBC ‘Model B’l 

NOW YOU CAN 

^ O wi a JOIN IN THE FUN 
OF KEVIN TOMS’ No. 1 Football Game 

FOOTBALL MANAGER 





Action from the game (CBM 64) 

‘The Highlight sequences are pure 
magic. And then you have to sit on 
the sidelines and sweat it out! Com¬ 
pletely fantastic. I want one!’ 

Quote by Charlie Nicholas 
Reprinted from Big K 

Prices: BBC Model B £7.95 

Commodore 64 £7.95 

Spectrum 48K £6.95 

ZX81 16K £5.95 

(N.B. 3D GRAPHICS ARE NOT 
INCLUDED IN THE ZX81 VERSION) 
Overseas orders add £1.50 _ 

Strategy Game of the Year, 1983 

(Nominated) 

Golden Joystick Awards 


To order by mail (p&p free) send 
cheques or postal order to: 



Football Mana ger 

Designed by Kevin Toms 

This outstanding game of 
skill and strategy is 
now widely available 
and you can join the 
many thousands of 
satisfied customers 
who have purchased 
the game. 

Some of the features of the game: 

• Matches in 3D graphics • Transfer 
market • Promotion and relegation 

• F.A. Cup matches • Injury problems 

• Full league tables • Four Divisions 

• Pick your own team for each match 

• As many seasons as you like 
Managerial rating • 7 skill levels 

^ • Save game facility 

^dictike 



available from computer software stockists 
nati onwid e including selected branches of 

and 


Addictive Games 

' 7A RICHMONDHILL,BOURNEMOUTH BH2 6HE 


























VIDEO GAMES "COMPUTER G 


1: 


ALL THAT 
GLITTERS 
IS GOLD! 

/ collapsed upon Zalaga 
parched and rigid. Severely 
depleted after hours of fruit¬ 
less bafflement at the keys 
of Derek Brewster's mega¬ 
headache Codename Mat 
(for the Spectrum from 
Micromega), I could barely 
muster the enthusiasm to 
breathe. The end, I felt sure, 
was both near and growing 
steadily impatient. 

Then I loaded Zalaga ... 
and suddenly all was right 
with the world again. It was 
as if a litre ofeasy-scoop had 
been crammed down my 
shorts. My digits were danc¬ 
ing. 

Zalaga, it transpires, is the 
perfect antidote to hyper 
complex, smart-ass super 
progs. It's that antithesis of 
the current vogue: Galaxi- 
ans. Not any old Galaxians 
— but the BEST Galaxians. 
The thing is magic! Fero¬ 
ciously difficult, refreshingly 
accessible, beautifully drawn 
and thoroughly addictive. 
Wave after wave of waltzing 
war birds whizz toward you 
and there's no ineffectual 
pondering, no consternation 
at the keys. You just let those 
suckers fly. — S.K. 


Game: ZALAGA 
Maker: AuARDVAEK 
SOFTWARE 

Machine: BBC B 
Format: cassette 
Price: &6.90 
Rating: KKK 









HAVE A STAB AT THIS... 



Take a trip back to the good 
old days when men were 
men and duels were fought 
in lonely valleys at the crack 
of dawn. The Holy Deutscrit- 
ter Order of Teutonic Knights 
(say that fast three times) 
was based in Alsace in the 
twelfth century. They fol¬ 
lowed a strict code of honour 
— know the Lord's Prayer, 
have no personal posses¬ 
sions, avoid taking women 
etc. Sounds like the life of 
Reilly. Anyway, it seems that 
these noble men used to set¬ 
tle their differences by trun¬ 
dling off to a valley at 
daybreak and sticking 
swords into each other. 

It's a two player game with 


URNING 

VOUR 

POINTS 


r'J"'"'' H 32 .«•» K.. I 

£ « 7 I 

Danger Chamber of Pasha in search o ^ various 

the acid ‘..-nnvwance of screens i» a oat 

smonsJf the meagre 'tme^ The <mmbined 

,g the sheer di^culty tn^y ^ a “'"efy'J® only once 

poilt exptorer.Th urns defeated me eve where 1 vvas 

ssaultofboth b end. Something 

‘ ^^f?®®yJovvtb«taswiftendh^^^ illustrated 

^21ens to Harrison Fordl Bea« ^ 


two swordsmen who can be 
made to move around the 
valley and prod each other 
with swords. With the 
exception of the odd rather 
knock-kneed stance they look 
passably realistic. Control is 
available from either key¬ 
board or joystick. Unless 
you've got rubber fingers use 
the joystick. — K.A. 


Game: SWORD MASTER 
Maker: ACORN USER 
Machine; BBC MODEL B 
Format: cassette/disc 
Price: ^7.95 cassette/^ 10.95 
disc 

Bating: KK 


DRAGON 
WORDS 

Dragon users: are you cheesed off with your low I 
density screen displays and prehistoric graphics | 
facilities? Then listen up, as this useful multi-fea¬ 
tured utility is a must for all those wishing to scrag I 
their micro's gruesome text display. With a new user I 
definable 224charactersetfeaturing real lowercase, [ 
slimline cursor, slashed zeros (gasp) and a host of I 
handy graphics characters this enhancer offers I 
instant relief for frustrated hackers. It can be used in I 
Basicand Machine Language programswith relative | 
I ease and offers up real options for eager authors. 

I The ability to produce text and hi-res graphics 11 
I found particularly exciting. Some visually exciting 
] Dragon adventures may well be on the cards at last! 

I Word processing also becomes a lot more feasible. 

I Its potential'is huge. Although I have some doubts 
I aboutthe accompanying manual (too lightweight by 
I half!) the demo program and help screen feature 
I make the thing refreshingly accessible. Serious 
I users will welcome it with open arms and novices 
I mightwellbesurprisedwhentheygettofisharound | 
I in it.-S.K. 

I Game: RAINBOW WRITER 
SCREEN ENHANCER 
I Maker: MICRODEAL 
Machine: DRAGON 32/64 
I Format: cassette 
Price: ibI9.95 
Bating: KKK 


K 

KK 


= Could Be Better f 
= Could Be Worse 
— Unsurpassable 


CAN'T DO 
THAT, GUV 

Task Set have a brilliant slogan 
— The Bug Stops Here! — but 
the games I've seen from them 
so far don't quite match up to 
the suggested sharpness. Super 
Pipelines is a kind of external¬ 
ised maze game: you control a 
burly overalled bloke who's a 
pipeline foreman (he marches 
onscreen to the strains of Laurel 
& Hardy's cuckoo song — not 
something to inspire confi¬ 
dence, metfiinks) and he trots 
genially around a serpentine pipe 
structure doggedly followed by 
one of his diminutive repairmen. 

As oil courses through the 
pipe, nasties resembling car¬ 
mine wood I ice beetle up a lad¬ 
der and pursue your men around 
the pipe, while a sinister hombre 
called the Ladderman sneaks up 
the same route and tries to plug 
the line. You blast them with an 
inexhastible handgun and try 
and save oil —- once the fuel 
gauge reaches a set figure you're 
on to the next screen — while 
keeping an eye on the dreaded 
Lobster that sometimes crawls 
in from behind. 

A droll undertaking, over¬ 
scored with deafening music. 
The problem with the game is it 
suddenly gets too hard: the first 
three pipes are easy but from 
thereon it's damn near impass¬ 
able. The screen display's dark 
backdrop makes the action lucid 
and bright, and I like the way you 
can set up your workmen's 
demise in order to save your own 
skin when cornered. Finally, 
though, more frustrating than 
fulfilling. — R.C, 

Game: SUPER PIPELINE 
Maker: TASK SET 
Madiine: COMMODORE 64 
Fbrmat: cassette 
Price: ^.90 
Batdiig:KK 


easy over 



Lr-MICBDDBAL 


»iee:S8W 

BaJingsKKK 


^nnat: cassette 
*Wce:il7,90 
Bating: KKK 


























COLECOVISION GAMES CONSOLE 


INSTRUCTIONS 


QUITE SIMPLY-VALUE FOR MONEY! 

If you’re looking for real value in a computer system, one which can handle anything from serious Word Processing to 
enhanced Colecovision style video games such as Buck Rogers, look no further. The Coleco Adam is here with a package 
which will make you wonder if you’re dreaming when we tell you about it. A price breakthrough in computer systems, Adam is 
comprised of an 80K RAM memory console* with a built-in 256K digital data drive; a professional quality, stepped and 
sculptured 75 key full-stroke keyboard; a letter quality daisywheel printer and a full word processing program built into the 
Console. Two additional pieces of software. Smart BASIC and also ‘Buck Rogers - Planet of Zoom’(the ultimate in advanced 
video games), are included as well as a blank digital data pack. Adam can be used with any domestic colour Television set. 

MEMORY CONSOLE/DATA DRIVE: *The heart of the Adam system is the 40K ROM and 64K RAM memory 
console which combines with the 32K ROM and 16K RAM in Colecovision to give you a total of 72K ROM (including 24K 
cartridge ROM) and 80K RAM (expandable to 144K). Built into the memory console is a digital data drive which accepts 
Adam’s digital data packs, a fast and reliable mass storage medium that is capable of storing 256K of information, that’s 
about 250 pages of double spaced text! The console is also designed to accomodate a second optional digital data drive. 

FULL STROKE KEYBOARD: The Adam keyboard has been designed as a professional quality keyboard that 
combines ease of use with an impressive array of features. It is stepped and sculptured for maximum efficiency and has 75 
full stroke keys which include 6 colour coded Smart Keys which are redefined for each new application; 10 command keys 
which are dedicated to the word processing function, and 5 cursor control keys for easy positioning of the cursor at any 
point on the screen. You can attach a Colecovision controller to the keyboard to function as a numeric keypad for easy 
data entry. It can also be held like a calculator, a feature which makes working with numbers particularly easy. The joystick 
part of the hand controller can be used in the same way as the cursor control keys, to move the cursor around the screen. 

LETTER QUALITY PRINTER: The Smart Writer letter quality daisywheel printer is a bi-directional 80 column 
printer which prints at a rate of 120 words per minute. It uses standard interchangeable daisywheels, so a variety of 
typestyles are available. The printer has a 9.5 inch wide carriage for either single sheets or continuous fan fold paper and 
uses standard carbon ribbons. It is comparable to many printers which cost as much as the total Adam package. The 
printer can be used either with the Adam’s Smart Writer word processing program or as a stand alone electronic typewriter. 

BUILT-IN WORD PROCESSOR: Adam comes with Smart Writer word processing built-in. This program is so 
easy to use that you only have to turn the power on and the word processor is on line and ready to go. Detailed instruction 
books are not necessary as the Computer guides you step by step, working from a series of Menu commands. It enables 
you to type in text, then completely edit or revise it with the touch of a few keys. Changes are readily made and a series of 
queries from the computer confirm your intentions, so that you can continuously double check your work as you type. 

COMPATIBILITY WITH COLECOVISION: By using high speed interactive microprocessors in each of the 
modules, the Coleco Adam is designed to take additional advantage of both the 32K ROM and 16K RAM memory capability 
in the Colecovision. If you do not already own a Colecovision Console (£99 inc VAT), then you will need to purchase this 
when you initially purchase your Adam Computer package (£499 inc VAT), making a total purchase price of (£598 inc VAT). 

WHAT IS COLECOVISION: Colecovision is one of the worlds most powerful video game systems, capable of 
displaying arcade quality colour graphics of incredible quality on a standard Colour TV set. The console (see picture 
bottom left) accepts 24K ROM cartridges such as Turbo and Zaxxon and is supplied with the popular Donkey Kong 
cartridge and a pair of joystick controllers. Colecovision has a range of licenced arcade hits available such as: Gorf, 
Carnival, Cosmic Avenger, Mouse Trap, Ladybug, Venture, Smurf, Pepper II, Space Panic, Looping, Space Fury, Mr Do, 
Time Pilot, Wizard of Wor and many others. So there you have it, Adam plus Colecovision the unbeatable combination. 
Send the coupon below for your FREE copy of our 12 page Colour brochure giving details on the complete Adam system. 


SILICA SHOP LTD.. 1-4 The Mews. Hatherley Road. Sidcup. Kent. DAM 40X Tel: 01-3091111 orOI-3011111 

ORDER NOW - OR SEND FOR A FREE COLOUR BROCHURE 


r 


To: SILICA SHOP LTD, Dept BIGK 0884, 1-4 The Mews, Hatherley Road, 
Sidcup, Kent, DAM 4DX Telephone: 01-309 1111 or 01-301 1111 

LITERATURE REQUEST: _ 

□ Please send me your FREE 12 page colour brochure on Colecovision/Adam 

□ I own a . Videogame □ I own a . Computer 


r 


Mr/Mrs/Ms: 
Address: .... 


Initials: . Surname: 


Postcode: 


ORDER REQUEST: 

Please send me: □ Adam (add-on package only) .£499 inc VAT 

□ Adam & Colecovision (£499+£99) £598 inc VAT 

□ I enclose Cheque/P.O. payable to Silica Shop Limited 

□ CREDIT CARD - Please debit my Access/Barclaycard/Visa/Am Ex/Diners Club 

Card Number: 


A COMPLETE PACKAGE 

80K*RAIVI (Exp to 144K) 

Full Stroke Keyboard 
256K Data Storage Unit 
Daisywheel Printer 
Built-In Word Processing 
Buck Rogers Arcade Game 
Colecovision Compatible 


ALL THIS FOR £499! 


ADAM - £499 












































































VIDEO GAMES "COMPUTER GAMES" VIDE! 


ROCK 'N' ROLL WILL 
NEVER DIE (WRONG!) 


So ya wanna be a rock star? Step 
right this way, but be careful. 
The music biz is full of sharks 
and the public is fickle. 

A while ago K-tel came up with 
a game, on Spectrum, which 
gives you the opportunity of 
stardom. Now it's on CBM-64 — 
a wise move. 

The game takes the form of 
multiple choice questions on the 
action you might wish to take. 
Options like going on a tour, 
choosing a manager, etc. are 
presented on the screen and you 
have to decide on the best 
course of action for your group. 

If you decide to write a song 
the computer takes on the task 
for you. It has to be said that 
computers are not great com¬ 


posers. Lines like "Do you want 
a wimp, dooh wop a bop dooh" 
are hardly Lennon & McCartney 
stuff. 

Playing a concert or going on 
a tour gives you the chance to 
view highlights with music. 
Again the aural battering that 
can result is likely to make you 
go into retirement but as I said, 
computers lack imagination in a 
big way. — K.A. 

Game: IT’S OlSfLY 
BJOGKWBOLL 
Maker: K-TEL 
MacOiine: COMMODORE 64 
Format: cassette 
Price: i^.95 
g:K 


SHORT-ARSE 

This is the first adventure Tve 
seen that compares even in the 
slightest with a Dungeons and 
Dragons session. 

Obviously written by a fan of 
Gygax, it's all about this nasty 
dwarf, Arfa (ah-ha), who's nicked 
some of the local king's jewels. 
Understandably, the king is less 
than chuffed, and proceeds to 
hire the local hero (ah-ha) to get 
after the miniature miscreant. 

Like most adventures, it's kept 
to the traditional mould ... jew¬ 
els, heroes, kings, etc. The input 
parser is better than adequate, 
allowing more than two-word 
orders. 

The packaging is real neat; a 
little pamphlet comes with it full 
of nice piccies and scene-set¬ 
ters. 

Cleverly constructed (and 
fairly long), my only moan is that 
it's too easy to crook. — A.G. 


YES, IT'S A STEP FORWARD 


A slick, complex and damnably 
difficult turnaround in which 
you, dear hacker, become the 
computer. Become the mighty 
Psytron computer, that is, the 
system in sole charge of the vast 
and intricate Betula 5 installa¬ 


tion. You remain ever vigilant 
for intruders, of which, needless 
to say, there are many. You pur¬ 
sue flying saucers across a pan¬ 
orama of ten screens, chase 
inset-like alien saboteurs along 
narrow tunnels, trying to hit 




superb, nicely-priced and does 
seem to match Beyond's claim 
to provide "challenging soft¬ 
ware". My only quibble is that 
the initial training levels could 
be a bit more encouraging. But 
then. I'm lazy. — D.R. 


them before they knock off an 
airlock or blow a hole in the 
pleasure dome or something. 
When they do cause damage, 
you have to assess it, allocate 
resources to effect repairs and 
generally juggle supplies to keep 
the whole place going. 

As I said, damnably difficult. 
So difficult that if you manage 
to keep the place going for over 
an hour at the final level, you 
stand to win yourself a QL. To 
do that, you have to know the 
thing inside out, match the 
strategy of a military tactician 
with the coordination of a con¬ 
cert pianist and probably have a 
fair bit of luck as well. For myself, 
despite much beavering away 
into the night. I've only man¬ 
aged to master Level 1 (chasing 
the saboteurs). Popping off the 
saucers before they zap the 
power plant or knock out the 
fuel dump (Level 2) is, as yet, 
beyond me. 

All of which, I suppose, augurs 
well. Psytron is certainly not the 
kind of game you master, 
exhaust and discard in a couple 
of afternoons. It's graphically 


’€ltir 

































































































K = Cioiild Be Better > 
KK = CoTild Be Worse 
KKK = Unsurpassable k 


Hah! You don't fool me. This is Q-Bert. Rather a crude Bert at 
that. Colour plays something of an active part here. Fact is it 
lights up the room like a disco and without sunglasses leaves you 
partially blind. Q-Bert has fallen in love with the beautiful Prin¬ 
cess Aran from Tapen. Before being given access to the hand of 
said lovely lady he must complete a task set for him by her father, 
King Eg. This task is the painting of the Great Pyramid of Vail. So 
you guessed already, huh? Of course there's the Inevitable 
bouncing ball, bouncing from the top of the pyramid, more than 
capable of pancaking Bert like a frog in the road, and the Thin 
Man instead of a snake. 

The overall impression is one of a game released before the 
finishing touches are added. It lacks the roundness of a quality 
game and the key responses aren't what they oughta be. Never¬ 
theless it does have a certain addictive quality, carried over from 
the original idea, I suppose. But why, would someone mind 
telling me, do the software houses continue to flood the market 
with copies of games already available? — K.A. 


Grame: PYRAMID PAINTER Format: cassette 
lNLdJx.Bn THOR Price: ^>5.95 

Machine: BBC MODEL B Bating: K 


Swooosh! 

A whisker late for last win¬ 
ter's Olympics, but this 
sparky simulation of ski slope 
bravado is a fresh-faced, 
cleverly paced game that 
keeps one steering digit from 
getting too good and another 
itching on the replay key. 

It comes in three stages — 
slalom circuit, ski jump and 
downhill — and your begog- 
gled Olympiast has to nego¬ 
tiate each punishing test with 
scarcely a pause to dust 
down his irons. The slalom is 
a comparative pushover, the 
jump difficult to garner the 
big scores on — and the 
downhill is plain murder. 
What really lifts the game is 
the wealth of detail: the 
sound of approaching skis on 
the jump followed by the 
deathly silence when your 
screen-size Steiner leaps is 
beautifully done, and the 
graphics are an all-round 
classic. When the skier comes 
to an untimely halt in going 
for gold, a helicopter breezes 
on to scoop up the shattered 
casualty. 

In one sense this is an 
almost perfect game for the 
micro user, for the lonely 
dedication of the Slopes 
Superman makes an appos¬ 
ite heroism for the hacker to 
aspire to. You won't be piste 
off with this one too fast. — 
R.C. 


Unremarkable fistful of shoot 
'em ups that require pati¬ 
ence rather than skill. Appar¬ 
ently I've to tackle an 
oncoming onslaught of alien 
craft single handed, the rest 
of the planet having evi¬ 
dently gone to lunch. Sound 
familiar? 

Space Swarm is rather 
unconventional in that 
although it offers five differ¬ 
ent screens you don't have 
to clear any of them to make 
any progress. But this is a 


Shades of Carol Shaw's neat 
River Ra/d colour this furious 
Amazonian roller-coaster ride 
for the BBC B. In it you pilot a 
fast, if somewhat titchy, strike 
plane down a ludicrously well 
defended river canyon in 
order to decimate some 
nameless command centre 
and a nest of nasty missile 
silos. No easy task! 

Missile launchers and pop¬ 
ping pill boxes are bolstered 
by screaming enemy jets and 
patrol ships as you progress 
down the river, and it quickly 
turns into quite a fire-fest! As 
you might expect on this kind 
of mission, both of your fire 
power and fuel supplies are 
limited. To replenish you'll 
need to dock with a sister ship 
which (first) appears at 
around the 10,000 point mark. 
Needless to say if you run out 
of ammo before cranking up 
that kind of score you're in 
mucho trouble! 

Although I began my 
fighter pilot career by 
bemoaning the limit of one 
plane per game I quickly for¬ 
gave the oversight and 


rather pointless twist. All the 
attack waves terminate after 
a set time regardless of how 
you're doing. Consequently 
there's no real challenge or 
point to the game. 

Visually it's okay with the 
likes of the Galags and Sky 
Skaters being colourfully 
rendered, but the sound is a 
little coarse. I played it with 
indifference. Not so much 
hopeless as half-baked I'd 
say. — S.K. 


became well and truly 
addicted. The graphics are 
tight and colourful, if a touch 
symbolic, and the sounds are 
great. It loads like the last 
night of the proms! 

I'd rate this one of the 
toughest, tastiest take-em- 
outs available for the old Beeb 
and consequently think it's 
well worth the ackers. Go give 
'em hell. — S.K. 


Game: OLYMPIC SKIER 
Maker: MR CHIP 
Machine: COMMODORE 64 
Format: cassette 
Price: & 5.99 
Rating: KKK 


Game: EAGLES WING 
Maker: SOFTWARE 
DWASIOH 
Machine: BBC B 
Format: cassette or dJisk 
Price: ^7.95 or ib 11.95 
Rating: KKK 


Game: SPACE SWARM 
Maker: SOFTWARE 
PRQJECIS 
Machine: VIC 20 
Format: cassette 
Price: ^5.50 
Rating: K 


Cheops Meets Dulux 


tDC COLDSTiiR 


OnlM fhf bravc^rt n\e 


Game: THE GREEDY DWARF 
Maker: GOLDSTAR 
Machine: BBC B 
Format: cassette 
Price: ^9.95 
Rating: KK 


Space Swarm 





















THIS ROMAN KNOWS 


'eh?' is the only response it does 
give. The icing on the cake is a 
thoroughly unimaginative set of 
descriptions and a particuarly nasty 
reference to the talking habits of 


women, something an Intelligent 
author should be above. All in ail 
rather silly and a waste of 
everyone's time and effort, small 
though it might have been. — K.A. 


In the neverending race to join the 
computer games market the 
software houses, as everyone 
knows, are adopting an attitude of If 
it's got 'computer game' written on 
it publish it'. If it goes on at this rate 
in six months time we can expect 
to fork out half a dozen hard earned 
oncers on something that adds two 
and two together. Legion isn't quite 
that bad — you've got to give it 
points for trying. It's an adventure., 
it's in Basic and it's about as 
amusing as eating dead cats. 
Naturally they've done a great job 
on the cassette inlay. Look at all 
those words, 'examine', 'smell' and 
'wait'. Looks great on the shelf but 
wait till you get it home. All those 
lovely words displayed so alluringly 
elicit a useful response of 'eh?'. In 
fact apart from 'you can't do that'. 




Game: LEGIOU 
Maker: SOFTWARE 
PROJECTS 

Machine: BBC MODEL B 
Format: cassette 
Price: &7.95 
Bating: None 


teouSAV? 

r Was writtl 

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COMPUTHR 


You have fourd 


The cells oi a Genlurion's 
A very bl^i-ak ar^d cold place 
barred doors^leading North-i 
West - 

The doors are locked. 

There is; A bunch kes 

Com in a r d 7 • 

I don't see that here. 

Commar 


house. 

uit h t wo 
East and 


Comr ar ^ 

You can't do that 


You can't do that. 

^ Co:\ . . .an;' ■ "■ 

They're now unlocked 
Ue 11 done! 


COllU.:. 
Score=1 
C;omr lac 


^®^if^\o'^contend with, 

,le bat to com ^gens 

,nd you re eo . gj^eJe- 
dfsmembered 

tons and dism 

hands |c effec- 

5“'''"&n:rrd 

Kntures and an entw 

ftames HOUSE Of THE 


It's the sort or xm 

conjures up a of 

9'^°®?, ^dTRotnero-type 

the *’®®‘^'Jl°ortunately 
■'"'“^^'iDS ng buckets 
those e)q>ectin9 . 

of arcade bloofl ' ^P^^ 

gruesome manne^^ 
lyidden fo disap- 

Attackarein^f/gf^n 

pointment. certifi- 

but \''"°^“°ame in which 

SSSta-". 

luented no y nraze 

e®^rmum to1he crypt at 

and return screen. 

—"treofthesc^j^^, 




simpi® 


VIDEO GAMES “COMPUTE I 


= CoTjld Be Better 
= Could Be Worse 
= Unsurpassable 


When Thorn EMI became Crea¬ 
tive Sparks a few months ago 
they took the opportunity to 
dump a few pieces of naffware 
in their previous catalogue. One 
they didn't dump was Ore Attack. 

This game has run into a little 
criticism from the mealy- 
mouthed on account of there's a 
lot of gore around. So what? 
When you're manning the mor¬ 
tices single-handed and endless 
hordes of evil goblins are scal¬ 
ing the walls, you do what you 
have to. Luckily you have handy 
(a) boiling oil, (b) a sword, and 
(c) a spear. Using these honest 
implements, you then proceed 
Ito slaughter as many of the 
1 opposition as you can over four 
[wholesome screens. 


Before we go any further let 
me just say that if you buy the 
farm your head falls off. 

I like this game a lot. The gen¬ 
eral setup is a little like Kaboom 
— only you are the mad bomber, 
and the bombs you drop are 
actually buckets of high-tem¬ 
perature oliovascular liquids. 
Action and movement are very 
smooth — you leap to and fro 
along the battlements from boil- 
ing-oil store to spear rack, 
thumbing the fire button with an 
animal snarl to tip the bubbling 
pots over the ascending svartal- 
far. Cream the first wave and 
other nasties, including a sor¬ 
cerer, finally take you out. But 
what an end! 

Yes, by the Bad Breath of Helm 


(this is based on the Tolkien 
Helm's Deep episode, isn't it?). 
Ore Attack is a crudely-themed, 
highly-skilled, totally enjoyable 
slice of the kind of computer 
game that gets computer games 
a bad name among people who 
think spreadsheets in Arabic are 
the last word in self-indulgence. 
Although it's a ROM and there¬ 
fore pricy, get it if you can. You'll 
enjoy the bit with the falling head 
ever so much< —T.T. 


S«®-^9-95 


















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Ni»H* 5^^^''« si 

fCtfiiirnH 


tIDNE 


■■■■ LEFT: 

Imagine's The 
^■■Pl Alchemist: 

horizontal 
and vertically 
scrolling 
maze — and 
one of the 
best of the 
genre. But are 
mazes 

F^nnilah? 


t S t » « 

H N games like 

“ " Acornsoft's 

jt jk ^ jp Carousel are 

^ » excellent 

^ simulations 
but do they 
compare with 
five minutes 
on the real 
thing for 
fairground 

liftitlMllilitttititiiiifififtliMIfiltitiiiiitiiftdtliltltiiittiiiiiiii bliSS? 


RIGHT: a MM 
standard 
look-down 
maze. Easy 
enough to 
generate but 
a bit passe 
these davs. 


form, is endemic to com¬ 
puter games — since one 
thing computers can easily 
be made to generate (indeed, 
it suits their personality) is 
mazes. 

Does that mean we're stuck 
with mazes for ever? Isn't 
there another form of testing 
a player's sense of location 
and ability to navigate by 
what used to be called Dead 
Reckoning? 

And because sprites can be 
turned Into both players and 
missiles (Atari even call their 
patented sprite system 
Player-Missile Graphics) 
does that mean that some¬ 
where, in every 'arcade' 
game, there has to be both a 
player and a missile (and 
therefore, by implication, an 
enemy)? Driving games test 
the reflexes, and flying 
games test both reflexes and 
intellect, but isn't there some 
way of producing an original 
piece of software (oh all right, 
'game') that tests the reflexes 
to the testee's absolute sat¬ 
isfaction and yet doesn't 
somehow, even at the last 
ditch, involve mayhem and 
projectiles? 

Not a lot of it about. 

Games designers of the 
next five years are going to 
have to ditch their obses¬ 
sions with the anatomy of 
what their machines can do 
and start thinking about what 
they can make It do 


COLOUR 

FAR TOO many computer- 
game screens resemble gar¬ 
ish, recently-designed flags 


e years games software designers 
have fallen into some bad habits, argues TONY 
TYLER. Locked into endless loops dictated by the 
nature of present-day microcomputers, they are 
missing the chance to make real Quantum Leaps, 
it's not all gloom ... 


FACE of It, games 
a funny thing, 
e hand you have 
o, while they 
in program- 
s, at least 


ave a sense of originality. It 
» they who, most often, 
evise games with new 
lemes and new ways of 
)oking at things. On the 
ther hand we have the 
oubted wizards of the 
IVs, the programmers 
n code anything in 
th the matchless 
ichelangelo, but 
ink up games 

often — in 
your own direct experience 
— you have detected that a 
particulargamewasall hung 
around one particular lick. Far 
too often this has been the 
sis of a new game or soft- 
idea. PacMan and its 
cs owe their existence 
rogrammer's discov- 
aze generation. 
iQ^ml^^^cramble and the 

# .fiMBS.iR^round the time 
^pfdgranrtmers dlscov- 


ered how to poke the display 
lists on their Ataris and 
Apples to produce reason¬ 
ably smooth horizontal 
scrolling. Commodore's big 
fat sprites marshalled in 
ranks gave rise to a whole 
style of arcade games that is 
still with us. The fact that lad¬ 
ders are fast and easy to gen¬ 
erate on pixel grids led to the 
Kong series; and so on. 

These days the one-man 
programmer-designer of the 
past is a rare creature. Jeff 
Minter is one obvious 
example; Matthew Smith is 
certainly another. True orig¬ 
inality such as these men 
possess has always been rare 
enough; in their case it is the 
confidence begotten of suc¬ 
cess which has allowed them 
to let their imaginations loose 
and come through time after 
time with such genuine orig¬ 
inals as Jet Set Willy and the 
Mutant Camel series. 

Overall design thinking is 
becoming ever more import¬ 
ant. Design teams are thefix- 
ture of today. Ultimate's 


creations are widely 
thought to be wholesale 
team efforts, albeit under 
strong leadership. The top 
US companies like Atari also 
employ designers as team 
members. (Activision are the 
exception to this rule.) In 
other words, the art of 
designing games design Is 
settling down and establish¬ 
ing accepted parameters, just 
as microcomputers are set¬ 
tling on the memory range 
64K-128K, with the 68000 
being the top favourite pro¬ 
cessor for the next genera¬ 
tion (if there is a next 
generation other than MSX 
— but let that pass for now.) 

Since a good many of you 
out there undoubtedly har¬ 
bour ambitions to be among 
the Elect of the future — 
who'll make a fat living and 
drive Lamborghinis, etc. on 
the strength of your games 
earnings — It seems a good 
idea to examine what makes 
a good game — and what is 
likely to make a good game 
of the future. 


ORIGINALITY 


TAKE THE Maze. 

You have look-down 
mazes, typified by PacMan or 
Advanced Dungeons and 
Dragons, not to mention a 
thousand others. You have 
vertically scrolling mazes — 
River Raid is in effect an 
aquatic maze. You have the 
side-on maze view of Scram¬ 
ble; the 3D maze of Death 
Chase and others not half so 
good. It seems the maze, 
either In graphic or written 













































PITFALL (left), 
yet another 
example of 
slick horizontal 
scrolling; but a 
maze is a maze 
for a' that. 


POP QUIZ 
(left) 

attempted 
a video 
feel but 
naffed out 
on lo-res. 


as do the designers of the 
best business software, like 
Wordstar, SuperCalc, 

TK!Solver ^nd other^^lt is a 
fact — sad but true^-^ that 
more ingenuity and, yes, art¬ 
istry is currently being shown 
by some of the mavericks " 

who design insanely inter¬ 
esting packages ostensibly 
for IBM-owning biz types, « 
than by the megastars of the ^ 
games world. The whole Idea 
of 'Thought processi ng' ' is 
still in early stages but none¬ 
theless represents a giant 
leap in computeracy. Where 
Is the games leap to match 
that? The best games these 
days tend to be simulations 
anyway — so while allowing 
the skill, where's the origi¬ 
nality? What adventure, even 
Zork, outdoes The Lord of the 
Rings for ultimate D & D 
bliss? What arcade game can 
match five minutes with a .22 
in a shooting gallery for 
marksmanship satisfaction? 

What flight simulator is as 
good as one minute in the 
real thing? 

Games designers (per¬ 
haps we should stop using 
this word 'games') should 
begin to re-think their objec¬ 
tives — to put the computer, 
the screen, the disc drive — 
and, yes, now the laserdisc 
— to work for them, to real¬ 
ise Ideas they have had and 
not ideas theof 
the computer and the other 
hardware have dictated. 

More time has to be taken, 
and inevitably this win mean 
fewer and more costly 
releases. Software stuould 
aim to provide the end user, 
no matter how frivolous ofriTUCI 
casual his motives, with a 
usable or at least tangible 
end product, probably in the 
form of a print-out (like the 
holed fairground target you 
tote proudly a round all dayl. 

It should, in short, aim to be 
more of a tool. This doesn't 
mean "boring" — it means 
"useful" in the sense a guitar 
is both useful and frivoloi#^' 
at the same time. 

We should all aim higher 
than we do. We've come | 
long way, but we're in dar?- 
ger of getting slack. This is 
no time for it. ^ 

It's going to be Interest¬ 
ing .. . 


for newly-independent for¬ 
mer colonies. All day-glo and 
stars, If you get me. Too 
much. Over the top. 

It's a pity you can't get 
sepia and only sepia on com¬ 
puters. It would force 
designers to think Eye 
instead of Pixel. (ZX80, where 
are you now that we need 
you?) 

To me, the news that a new 
computer will generate six¬ 
teen colours in any resolu¬ 
tion mode is Invariably bad 
news. For far too often 
breakthroughs like this are 
met by the software design¬ 
ers' absolute determination 
to use those 16 colours all 
the damn time, come what 
may. Boy, are those screens 
a riot of colour! So much a 
riot of colour are they that 
within five minutes you're 
bored spitless with any 
colours other than pure white 
and intellectual black, and the 
very idea of aquamarine or 
cyan makes you want to go 
and park your lunch In the 
nearest paper bag. 

In the immortal words of 
the Electricity Boards — Save 
It! 

TEXT 

THIS HAS improved, though 
horrors remain. 

Text comes into games for 
(a) title screens, (b) instruc¬ 
tions, scores, etc., and (c) 
throughout (in adventures 
only). 

Since all prompts and 
extraneous messages from 
'computer' to punter are 
almost always conveyed by 


use of text (again, honoura¬ 
ble exception to Aviator and 
decent flight sims), it follows 
that the actual use of the 
printed word should be a 
matter of some skill — a skill 
which, like the creation and 
deployment of moving 
graphics, needs to be stud¬ 
ied and used as effectively as 
possible. 

In a word, text should be 
"user-friendly" as possible to 
do its job. Since in text terms 
nothing yet invented is as 
user-friendly as a good book 
(I'm sticking to that) it fol¬ 
lows that to be effective, text 
in computer terms has got to 
be readable and accessible. 
By "accessible" I mean the 
punter has got to be able to 
"flip pages", either back¬ 
wards (to refresh memory) 
or forwards (to skip a bit). 

But like I said, the trade has 
cleaned up its act recently in 
this respect, no doubt after 
getting acquainted with 
decent word processors. But 
(and this hurts, folks) to judge 
by the average standard of 
title screens on games sent 
in by readers to Big K, the 
average amateur designer 
has a lot to learn on this sub¬ 
ject. 

For some reason VIC-20 
owners are the worst. 
WORDS WRAP UNCO 
MFORTABLY AROUND TH 
E SCREEN LIKE TH 
IS. 

Misspellings occur all over 
the place — in commercial 
software too. Grammar — 
not to mention English — is 
often distinctly dodgy. 
There's no mystery about 


text handling as Computer 
Concepts recognised when 
they constructed the excel¬ 
lent Wordwise. It's simply a 
case of being able to go 
backwards at will, forwards 
at will, and be able to read it 
when you've got it. 

The choice of words is still 
up to you. That can't change, 
nor should it. 

While we're on the sub¬ 
ject, let me say a word about 
Adventures. Besides being 
location-obsessed (a char¬ 
acteristic of binary maths and 
not art) far too many of these 
games, so challenging in so 
many other ways, are still 
based on corny heroics of 
one form or another. 
Granted, other examples 
have appeared; but It still 
seems sad that this brave 
new form hasn't yet come 
nearmatching the skills to be 
found in even an ordinary 
novel. Is it the medium itself 
— the screen and so forth? 
Or is it yet again the con¬ 
straints imposed on them¬ 
selves by the programmers, 
who at bottom are far too 
often interested In what the 
machine will do and less 
interested in what may be 
needed. 

If all this sounds a bit 
gloomy let me say that I feel 
that computer games design 
has just about reached the 
end of its first burst of speed 
and Is pausing to draw breath 
and re-evaluate. When you 
consider that we are today 
playing games that in the 
main owe their inception to 
ideas being tried out more 
than five years ago . .. you 
can see the need. But since 
those far-off days much has 
happened. Larger memories 
and disc drives (you see. I'm 
doing it myself) have opened 
up technical possibilities 
simply unavailable five years 
ago. (jreater experience and 
a more demanding market 
will — must — force the bet¬ 
ter software designers to 
think again. There are already 
signs that teams of devel¬ 
opers, working with super¬ 
processors and 128K 
machinery, are starting to put 
together new forms of com¬ 
puter game — by lavishing 
as much time and devotion 




























VIDEO GAMES « COMPUTER G 


HOMICIDAL NAVVY 

What I need in my games is action. I want to cruise the universe 
with a laser in my hand and a gleam in my eye leaving a wake of 
death and destruction. I mean, I wanna KILL Somehow putter¬ 
ing around the landscape in a JCB Digger clearing undergrowth 
and keeping half an eye open for 'Meanies' doesn't seem to fit 
the bill. Isay half an eye but sometimes you can fall asleep at the 
wheel looking for them. At one point I though they might have 
followed the path of the Dodo to extinction. 

A Meany is something that gets its kicks driving JCB Diggers, 
yours in particular. They can be fairly easily disposed of either 
by pushing them into the sea or digging a hole and burying 
them, whereupon they drift off to sleep. Steep? Being beanoed 
by three tons of rubble spells dead in this boy's book. 

As I said before, Meanies are pretty scarce beasts and when 
you find one they aip't the brightest bucket of worms. Chances 
are they'll do a runner and leave you in the middle of a Meany- 
free landscape for the next fifteen minutes. 

Alt in all rather a pity because the graphics are stunning. But 
then my habit craves blood. — K.A. 


JCB Digger 

for the BBC Mic»ocompiiter Mo^ 


. 


Game: JBC DIGGER 
Maker: ACORNSOFT 
Machine: BBC MODEL B 
Format: cassette/disc 
Price: £9.95 (cassette) 
£14.95 (disc) 

Bating: K 


I I 


We're told that Reginald Bach 
(Johann's cousin) invented this game 
back in 1726 — the first ever video 
game. 

Zoids proves that Reg was bach¬ 
ing up the wrong tree. 

A drab plectrum-shaped object is 
at your command. Your task is to 
destroy an ever increasing number 
of Zoids — round blobs which begin 
to bounce around the screen and 
grow in size until they turn into large 
furry cog-wheels. 

Destroy Zoids with the usual laser 
arrangement. Your secondary task is 
to maintain laser energy level by col¬ 
lecting energy packs from little 
spacemen that temporarily hover 
about the screen. As you begin to 
reach the higher levels of play said 
screen becomes a confused array of 
multi-coloured blobs and space-men 
— nearly impossible to cope with. 

Not an easy game to play with, but 
that alone doesn't succeed in making 
it a challenge. 

I'd rather spend the money on one 
of Johann's records and have a game 
offrisbee. —N.X. 

Game: ZOIDS 
Maker: SOFTEK 
Machine: COMMODORE 64 
Format: cassette 
Price: £7.95 
Bating: K 


Decidedly lacklustre Q*Bert 
clone from a software house that 
really should know better. The 
graphics are scratchy, the 
colours are garish and the 
gameplay is decidedly routine. It 
comes as a definite downer after 
the excellence of other Ocean 
conversions like Mr Wimpy and 
Eskimo Eddie. 

On paper (at least) Pogo looks 
fairly successful. The fat fellow 
hops around that familiar paint- 
spiattered pyramid, much as 
you'd expect him to do, and 
there's the obligatory crystal ball 
and pig-tailed snake to avoid. In 
latter screens you merit extra 
flying discs and, what the inlay 
card assures me are 'aggressive 
scorpions' — frankly I'd never 
have guessed it from looking. It's 
the only Spectrum Q^Bert I've 
come across that retains the cuss 
balloon which Pogo emits when 


he's stomped upon. I played it 
with little enthusiasm. 

Owners of Currah speech syn¬ 
thesizers (with which Pogo is 
compatible) may derive a little 
more pleasure from the sound, 
which is good. The snake hisses 
convincingly but it is difficult to 
make out whether he is saying 
"slither, slither" or "sniffer, snif¬ 
fer"! Taunting remarks such as 
"last life, Pogo", or "pathetic", 
serve only to stiffen your resolve 
to beat the game into dust. 

Q^Bert groupies are advised 
to look elsewhere for more 
authentic thrills. — S.K. 


Game: POGO 
Maker: OCEAW 
Machine: SPECTRUM 48K 
Format: cassette 
Price: £5.90 
Bating: K 




Stupefying interpretation of that 
funfair sideshow in which you 
take pot shots at stupid tin ducks, 
stuffed toy prizes, the stall owner 
and wallies with candyfloss. 
Connoisseurs will be pleased to 
note that all the finger-numbing 
challenge of the original has 
been faithfully reproduced. 
You'll gasp as the featureless 
ducks 'n' bunnies trundle inex- 
porably from left to right and 
you'll shiver as the clock counts 
down and the ammo runs out! 
Purists will also be pleased to 
hear that no odious second 
screen has been added to dilute 
the action. It's pop, pop, pop all 
the way. The mayhem is unre¬ 
lenting. ZZZZZZZ . . . — S.K. 

Game: KWAZY KWAKS 
Maker: MR CHIP SOFTWARE 
Machine: (UHEXPANDED) 
VIC-20 

Format: cassette 
Price: £5.50 
Bating: None 


THIS ANT'S 
ON FIRE 

You know what it's like watching Dallas J 
has )ust pulled a nasty on everybody except t 
ca so half of Texas is lurking in the shadov 
with an uncanny array of weapons aimed in fl 
general direction of his throat when a so; 
smooth voice oozes from the TV set, 'tune i 

next week to,,.'etc. That's the way A 

gets you. In the end I had to call on a mate fc 
help. We worked shifts on it fora whole week 
end trying to find the last screen (the eighth) 

On Monday morning at four o-clock I finalh 

SSpt,*** 

Setting the scene, the ants'nest has been 

and held hostage. One small ant has been left 
alive and he decides to mount a solo rescue 

—. Heart in mouth he takes a noSe 

nto the nest in search of his queen. All he has 
to survive is his wits and he'll need them - the 

scorpions pack a mean wallop. 

Working through the screens requires a fair 





u ut, Lurreci order before gates oper 
t^jnnels clear and the scorpions always seerr 
be in the most awkward place. 

All in all a great game. I'm just going to b 

for a week before I get stuck back in again. 

Game; BTOE AMT 
Maker: MOGUL 
Machine: COMMODORE 64 
fowaat: cassette 
Srice: d&7.95 
Bating: KKK 

























































FOR SPECTRUM 48K 



CONQUEST 


CONQUEST A tactical game which even veteran 
players will find both challenging and rewarding. 

Mediterranean Europe is divided into grid squares. Your 
aim, as Emperor, is to gain 100 squares of territory as quickly as 
possible-at the same time dealing with Barbarian counter¬ 
attacks, plagues, civil war and rival Emperors. 

5 levels of skill, plus a continuous ‘Conquest’ game where 
all the difficulty levels are thrown in together. 


3D BAT ATTACK An all action, 3 dimensional 

maze game where you gather up blocks of gold, at the same 
time pitting your wits against vicious vampire bats whose 
only purpose in life is to locate, hunt and kill you. 

4 levels of skill. At each level the game gets faster and 
more complicated, and the vampires more dangerous. 





AFTERTHESE. 

THE REST IS KIDS STUFF 



So don’t play unless you’re ready 
to play the game for real. Because you’ll 
find there’s one sure thing about 
CheetahSoft: Soft we’re not. 

good stores. 


Also available by sending cheque/P.O. for £6.95p to: 

CHEETAH SOFT LTD., 24 Ray Street, London ECl Tel: 01-833 4733 















Advertisement 


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AND CALCULATOR. 
THEN WORK OUT HOW 
MUCH YOU'VE SAVED 



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'For current interest rate please ask at your local NatWest branch. 







































































KOSMIC KANGA, a multi-screen, amazing, arcade standard original action game. 
Featuring superbly animated graphics and packed full of arcade features. 

Help KANGA find his space ship so he can return home to his planet. 

Leap about buildings, trees, clouds etc., pick up bonuses and throw boxing 
gloves at the enemies. 

Keyboard or most joystick. 48K SPECTRUM for most other 
Computers soon. 




Tutankhamun 


48K Spectrum 


Pengy 


ANY SPECTRUM 

nMf 


16K/48K Spectrum 


Invasion Force 


ONLY £5.95 EACH 

Available from most good software retailers. 

If your local software retailer is out of stock, send 
cheque/P.O. to Micromania, 14 Lower Hill Rd., 
Epsom, Surrey, KT19 8LT., and we will send your 
order by first class post free. 




DEALERS: 'PHONE MICRODEALER UK 0727 34351 OR MICROMANIA (03727)20152 

A 


















i 


GAMES OF OUR TIME 





In both VCS and computer 
formats. Atari's STAR 
RAIDERS cart has set the 
standard for 3D space 
war. TONY TYLER 
explains why. 


V S CMCM K : CB3 
o: -f-Diai <t>: 


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1 















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Consultancy 


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To help us serve you better, plea.se enclose a brief of the service you require. 


















Creating sprites on the 64 is as simple as 
1,2,3. One: Type in this listing. Two: Make 
sure it runs. Three: Connect your joystick 
and create away. This useful utility will 
embellish your games with sensational 
sprites of a superior nature. 

By J. Mellon & K. Randle 
for COMMODORE 64 


0 

REM 

*####*############## 

225 

1 

REM 

*################*#### 



REM 

####S 

;PRITE CREATOR#### 

230 

■t! 

REM 

#### 

BY 

#### 


4 

REM 

#### 

J.MELLON 

#### 

\ 

cr 

REM 

#### 

& 

#### 

240 

C» 

REM 

#### 

K.RANDLE 

#### 


T 

REM 

###################### 

245 


REM 

♦####*############## 

250 

3 

S=8: 

DIM E<63):DIM A<9) 

:V=0 

^crc^ 


10 

20 


40 


53281.2 

»M:4SPRITEi 


7k} 


^0 


1 00 
; 10 
120 
130 
140 
150 
lo0 
17B 


PR I NT “T 

POKE 53280 ..0 -POKE 
REPTOR 

PR I NT m 

IONS" 

PR I NT" 
f-RITE" 

PR I NT" :i!it!]t|iiiiiiii»i>ia43ai 

ITE” 

PR I NT" :(!ii!WiiMit»iia44ii 

SPRITE" 

PR I NT " 

SPRITE tiflTfi" 

PR I NT" :t!ii!!Ji*iiiiiWiiia«ai 
PRITE" 

GET Qf:IF Q$=""THEH 108 
IF Qf="l"THEH 
IF Qt="2"THEH 
Q$="3"THEN 
Qf="4"THEH 
0$="5"THEN 
Qf="6"THEN 


C. 
INSTRUCT 
CREATE S 
SAVE SPR 
DISPLAV 
DISPLAY 
RECALL S 


IF 
IF 
IF 
IF 

GOTO 100 


200 

800 

2000 

400 

500 

600 


197 REM****######*#*#***** 

198 REM#***INSTUCTIOHS###* 

199 REM******#*#*###*##### 

200 Pure 53280.'0 • poke 53281.6 

205 PRINT"2ins>iiifTHE SPRITE CREATER P 
SOGRAM ENABLES" 

210 PRINT"HKJKIt'OU TO DESIGN AND MAKE 
A SPRITE AND" 

215 PRINr"lifc»|(!t3T0RE IT ON TAPE FOR FU 
TURE USE IN " 

220 PRINT" WftJfYOUR OWN PROGRAMS.IN TH 
13 WAV ANY " 

PRINT"»!»»KHUMBER of SPRITES COULD 
BE STORED ON" 

PRINT";i!*9l!!irAPE THUS CREATING A " 
PR I NT " SPR ITE LIBRAR 


V i 


BAP" 


IPRESS rlSPACE 


SOTO 245 

230 PRINr-GliiliikiWHEN YOU SELECT OPTIC 
N ^J'CFEhTE a " 

265 PRIHT":!!l»>Pr5PRITE..FR0M THE MENU. A 
GRID OF ORANGE" 

270 PRIHT"#Ii!*iliIE;ALL3 WILL BE PRINTED 0 
M THE SCREEN." 

275 PRINT":!!M«!liSlli|iryOU CAN MOVE AROUND 
TriE GRID USING" 

280 f'RINT"?I?*»LTOVSTICK IN FORT 2.. 

OR THE KEY BOARD" 

285 PRINT":Si!!>ilifE=LEFT".. "rtiiil—UP" 

2l90 f r I NT" :E!ii!.ii»i»^:=R i ght "." =down " 

295 PRIHT":ttS®»|iMi|iiMI|iMiPRESS JiSPACEB 
AR" 

300 GET R$:IF R$=""THEN 380 

301 IF R$=" "THEN 383 

302 GOTO 300 

303 FRIHT";M?*ili»fT‘CiU LEAVE A MARK ON 
THE GRID WHEN " 

304 PRINT".?I?li»rT'OU PRESS THE SPACEBAR 
OR THE FIRE" 

305 PRINT" !!l?**CUTTON. TO ERASE A MARK 
JUST MOVE " 

306 P'RINT";!»>*ITHE white BALL BACK OVE 














































R THE MHRK" 

307 FRINT":«)»fRND PRESS THE SPACEBAR 
OR THE FIRE" 

308 FRIHT'‘:«S>ilBUTTOH AGIAH." 

309 PRiHT":««e»»i»»*ii»iiiiPREss c«pac 

EEAR" 

310 GET R$:IF R$=‘"‘THEN 310 

311 IF R$=" "THEN 313 

312 GOTO 310 

313 PRIHT".’l«!*tiiHHEN VOU HAVE COMPLEX 
ED VOUR SPRITE" 

314 PRINT":«Il!li*|JUST PRESS THE FI KEV T 
0 RETURN TO" 

315 PRIHT";«R>tlTHE MENU. THEN VOU CAN E 
ITHER SAVE VOUR" 

316 FRINT"i!»Jit5PRITE.DISPLAY VOUR SPR 
ITE.RlEAD VOUR" 

31? PRINT"«if>iBPRITE DATA AND ALSO VO 
U CAN RECALL A" 

313 PRINT"J!ft»BPRTTE PREVIOUSLY SAVED 
ON TAPE." 

319 PRINT":«M«!»fMiili*Mii»»PRESS SFlS-fO 

R MENU" 

320 GET R$-IF R*=""THEN 320 

321 GET Rf lF R$="''THEN 321 

322 IF Rf="«"THEN 10 
-’w3 GUTU 321 

400 

402 REM#*#*DISPLAV SPRITE*#** 

403 REM********************** 

405 PR I NT " 

_£SS FI FOR MENU" 

406 POKE 5S!2£i1.i6 
410 V=5324S 

420 POKE V+21..4 
430 POKE 2042.. 13 
435 POKE V+41.0 

440 FOR N=0 TO 62 •• POKE 832+N.. BfN> 

:HE:^^T n 

•445 POKE Vt-23.. 4 :pOKE V+29,4 
4-50 FOR! rt=Pi TPi 25Pi 

451 GET IJ$ 

452 IF U-T="ia"THEN POKE V+-21.. 8 :GOTO 10 
468 POKE y+4.. FSFOKE V+.5.7; 

478 NEia :4 
480 GOTO 4-50 

500 REM**********.ti.**************** 

501 RbM****DISPLHV SPRITE DATA**** 

502 REM*********.****************** 

504 Z==0:POKE 53280.0:POKE 5:3281.0 
PRINT" 2!" 

585 PRINT B(Z)TAB<5>.; :PRINT 'B<2+i;-TAB 
<10.:'.; --PRINT BCZ-f-O) 

510 2=2'+3 

515 IF Z>61 THEN 525 
520 goto 505 

325 PR I NT " 

FI" 

538 PRINT">i»iii|ii0i»ii»iiii!i«FOR MENU" 

540 GET W$:IF Wf=""THEN 540 
550 IF lTf="a‘'THEN 18 
560 GOTO 540 

600 REM*********:**********.*** 

501 REM***REC:hLL A SPRITE**** 

682 FEM*************:***.****** 

505 RUN 610 

516 :5=0:DIM B(63.):DIM R(9> 

615 POKE 53230.. 0: POKE 53281.5 

620 INP UT " ni!M»Mi!M(!MlM«lii|tiP|i>ii|ikNAME 
OF SPRITE" : .rt 

621 PR I NT " 

PLAV ON TAPE" 

6-50 OPEN 1.1.0..J$ 

660 FOR H=0 TO ©2' 

670 IHPUT#1.h 
680 E(H4=A 


630 NEXT H 
695 CLOSE 1 

700 PRINT"i;.'ia4l!!M?l!lft|i»|i»#iPiWVOU HOW H 
AVE IN MEMOFV" 

701 F RT NT" ; .Jf. 

702 P'RIHT":a?M«i!!lBM?SiS32»ljSiii|i|iiii|F'RESS FI 
FOR MENU" 

710 GET V-T=‘"‘Th£N 718 

720 IF ;T':f="ia"THEH 10 
7 :jS GCTiO 718 

800 IF 3>0 THEN 56800 

801 S=S+1 
885 PRINT";i" 

606 POKE .5:3230..8:POKE 5:32£!l..0 

810 K=1024 

820 FOR L=0 TO 20 

830 f'OR C=0 TO 2:3:POKE N-i-C.Si ' 

POKE KfC-H54272..3 
840 NENT C::>'=Kf40:NEXT L 
650 PR I NT" . 

855 rPINT"*»lsll<lEVBOARD OR :4JBDVSTICK" 

856 GET at: IF rr$=""THEN 856 


860 

IF 

HT=-'K' 

' THEN 

GOTO 

30000 


861 

IF 

R$="..P 

‘THEN 

\‘=V+i 

: GOTO 

30000 

862 

GOTO 356 




670 

F'R 

iNT"n 

F 

L£RSE 

WAIT 

(I 

910 

H ( 

i::' = 128: 

A'::2> = 

64 ‘ H<. 

3.:'=:32: 

A(;4>=16 


: A':. 5 > =8: A < 6.:. =4: A (7.:' =2 '• A < 8 > = 1 
920 V= 1023: T-0 0=0 K=0 
1000 FOR P=1 TO 21 
1018 FOR N=0 TO 2 
1820 FOR S=l TO 8 

10:30 IF PEEK(.V-i-S+R)=168 THEN T=T+fl(SI' 
1040 NEXT S 
1642 R=R-+-S 

1050 B(0>=T 

1051 0=0+1 
1055 T=0 
1060 NEXT N 
1070 V=V+16 
1080 NEXT P 

1090 PR I NT " i$«l>JIIIHIIIIIIBPR ITE " 

1091 PR I NT " MUlllMIlieilllCREATED " 

1092 PR I NT " IMeiMlIl!Mi!ll>M«Il!Mi!llllMimiil 
PRESS FI" 

1893 PRINT"i!li!f||||||MlllFOR MENU" 
1094 GOSUB 4000 

1099 GET Tf:IF Tf=""THEN 1099 

1100 IF TT="r’THEN POKE V+16..0 
' POKE V+21.0: GOTO 10 

1110 GOTO 1099 
2000 PRINT" n" :POKE 53280.0 
POKE 5:3281.5 

2016 PR I NT" cmidiitkikiikkiwikkii i nsert 

AND" 

2020 PRiNT":«ii;i«]i*kttkkiiktiHiiti;EMlND" 
2030 PRTNT“lli!ftWliiiiiiMWiIE!LRNK TA 
PE" 

2040 PR I NT " 9ie!Mi!Mi!»>»»Pi»»»iiiFRESS 
aar:wapBAR" 

2050 GET .3$: IF CT=""THEN 2050 
2060 IF C:#=" "THEN 20'71 

2070 GOTO 2050 

2071 PR I NT " 

E OF :5F'RITE" 

2872 INPUT":?Wf»i|iWTO BE SAVED" UT 
2073 PRINT"; 

2080 OPEN 1.1.l.JT 
2090 CMD l:FOR H=0 TO 62 
2100 PRINT B<H>:NEX.T H 
2110 PRINT#1:CLOSE 1 
2120 PR I NT " I79I«l«M8M«I(M4li!»kkiiMiti»ri'OU 
HAVE NOW SAVED" 

2130 PRINT "mi 
2140 PRINT"»I 
EHU" 


iPRESSFl FOR M 






































2150 C€T X$='“‘THEH 215u 

2160 IF 10 

2170 GOTO 2150 

4000 V=:53243 : POKE '•■’+21 .• 4 : POKE 2042.. 13 
POKE V+41.. 1 

40105 FOR QR=0 TO 62 ^ POKE 832+QR.'E<QR> 
'riEKT 

4010 POKE V+16.. 4:F0KE V+4,. 10 
POKE V+5,. 125 
4015 RETURN 

30000 PRINT''nitF'RESS FI WHEN COMPLETED 


30005 JS- 

55296 ■■ N=0 



30010 POK 

£ -..IS.. 1 



30020 IF 

.J:3<55296 THEN -JS 

=55296 

30021 IF 

1 THEN 30 

056 


30022 GET 

DT:IF 1)$=" 

" THEN 

30022 

30023 IF 

1! 

-4 

X 

m 

GuSUB 

60Ei50 

: GOTO 

30100 



30024 IF 

.D$- '*2 THEN 

8U3UB 

60050 

: GOTO 

.;'0200 



30025 IF 

” TriEH 

GOGiUB 

6 210 5 pi 

: GOTO 

30300 



30026 IF 

01-"', “ THEN 

uOSUB 

60Gi50 

:OOTO 

Y L."' 4 G* 



.:«yu2 7 IF 

"’"THEN 

GOSUB 

6006£i 

: GOTO 

.NZiGNO 



3002S IF 

DT~"i,‘'THEN 

GOTO 

870 

30030 GOT 

'0 30022 



30056 IF 

GEEK •. GooEU 

^^113 

THEN GOSUB 

3050■U 

OTO 30108 



30057 IF 

PEEK(56320) 

-123 

THEN GOSUB 

0050 • Ij 

iOTD 30200 



30053 IF 

i'*'EEK (56320 

'==126 

THEN GOSUB 

3050■G 

OTO 30300 



30059 IF 

PEEK < 56320 

= 125 

THEN GOSUB 

0050•C 

Nj i U •2-8480 



39060 IF 

PEEf -. 56320) 

= 111 

THEIT GOSUB 



00601 • GO 70 :i0i50i0 

30070 GET B$aF BTHEN V=0 
GOTO 8701 

30080 GOTO 30020 

301001 IF PEEKCJS+N-54272> = 160 THEN PO 
Kll J 8 ■ UUTU 80 10O 
36101 POKE T3+N,8 

30105 IF T3i-W=5611'3 THEN POKE JS+W,. 1 
GOTO 30020 

30106 W=W+1 

30110 IF 0=^24 I HEN .fS^JS+40: N=0 
301201 poke JS+W,. 1 
30140 GOTO 30020 

3012010 IF PEEK'- JS+W--54272> = 160 THH-I PO 
KE J 8+N-■ 8 ■ bU Tu -j'02.101 
30205 POKE ,,IS+W.. 3 
30205 POKE -JS+W.. 8 

3021-0 IF ..I3+W=55296 THEN POKE JS+W,! 
GOTO 300120 


30220 

N=W-“1 

30230 

IF W=-l THEN 

30240 

POKE -JS+N,. 1 

3025G1 

GOTO 30020 

30300 

POKE JS+NtS 

30310 

IF PEEKaJS+H' 

KE 

JS+N.-6 HjOTU 

30320 

J3=-iS-40a‘F 

JSt 

•4 0 

30-330 

POKE JS+N-1 

■30340 

GOTO :30H:t20 

30408 

POKE JS+N4B 

33410 

IF PEEK<-J-3+-N 

KE 

.j!“l ri4 ,= O • 80 j U 

30420 

Jc-JS+Ae;IF . 

J3- 

■40 

3043G1 

■*-' r." -1 i".-j 

FOi-.E .JS4-N.. 1 

! r\ M '1 M iTi * T* Ci 

36500 

*JU { U Z*kJK}c4^U 

IF PEEk(-J3a-I4' 

• • r“ 

l';3-rN--542 32.-8 

■ 50 

iTO 30020 

30505 

POKE J3:-i-N-54. 



= 1601 THEN PO 


■ 00TO 3i0620i 

301080 POK-E 5 .;'2i30i ■ 0 ■ F UKE 532til.'0i 
50805 F RI NT" rMfiMJIsSiSliiiiiBISirT'ClU HLLREfi 
DY HHYE" 

50010 FRINT",i!il!»»l««liiiiplilFl SPRITE IN " 
50020 F RI Ml" ,E®isSlii«&iEsti«iei‘1EM0RV " 

50030 r-RIrTT'‘»l!Mf]iiai5»»S3»»tSSiiriO YOU WISH 
TO" 

50640 FRIHT"Mt!»Bii0!|5ms»l!iiaiS SRVE IT? 
OR" 

50658 l-RiMr".4i;i!l*il6iailiiBtE3l!iil!lJ12“ MfiKE HNOT 
HER?" - 

500601 GET V$ 'IF V$=""THEH 500160 
50070 IF tT='' 1"TH£N ^0001 
50880 11- V$="2"TriEH 60000 
50090 GOTO 5010601 
601011-10 Ri-ll-i 6*0i0i0ll 

60001 -3=0 - fi 111 B 'I. .3:5 > • DIM h < 9 > ^ ‘v‘=0 
GOTO 005 

68045 KEH#***:F::*****:+#****if5*i 
501046 RErHHE*:K£LI? SOUHDi^i*.*# 

60047 F # 

50050 POKE 54296.. 15:POKE 54276.. 17 


60051 POi::E 

54273 . :36: POKE 54: 

: FOR ri=8 

TO llbrOKE 5427: 

60055 POfxE 

84276• F OKb -542! 

50057 -REN-4ii4i 

A; Fif 

60058 REit4:':i‘ 

mflEE SOUNIif;f:fif 

c< 8 U 5 H R. E f'1 

i f■ i4: f if f f if -fi if f f f if 

60060 FOKE 

-34-29615- F'0K. £ 54 \ 

60061 F'GKE 

54273.^ 36-POKE 54i 

• FOR H=0 

TO 13-POKE 542GJ 

A-iENT H 


60062 POKE 

54276.-0; FOKE 542: 


Software that always lives Up 

to its promise 



Your computer was made for us. 























Fetch 


3 NEW 
TURBO 64 
GAMES 
£ 6 ^ 

EACH 

House of Usher 

Dare you enter the House of 
Usher. Behind each locked 
door of this nine room mansion 
a different style of arcade action 
awaits you. 


Ice Hunter 


/ 


/ 

/. 


The wonder penguin is 
/ engaged in a desperate 
search for diamonds hidden 
in a maze of ice cubes, harassed 
/ and chased by his arch enemies 
( Snowball and Snowbox. His 

chances of survival are slim. 
Six levels of skill with two 
player option. 


Ice hunter needs special ice blocks to 
build an igloo unaffected by the arctic 
sun. He has found the source of the blocks 
in a multi level cavern, but can he outwit 
the grim inhabitants — the dragons 
lions and vicious birds and float the blocks 
down the river to construct his dream home 
Six levels and two player option. 


sea 


^Also available on Disk at £9.95 

£/VQfy//?/fS. ANIROG SOFTWARE LTD. 29 WEST HILL DARTFORD KENT (0322)92513/8 

MAIL ORDER: 8 HIGH STREET HORLEY SURREY 24 HOUR CREDIT CARD SALES HORLEY (02934) 6083 
PAYMENT BY CHEQUE P.O. ACCESS/VISA 50p POSTAGE & PACKAGING £2.00 OVERSEAS 
















mw.2 GO SUB 3000 
^V ■ 7 LET hi=0: LET a $ = “5i mon 

B INK 7: PRPER 1: BORDER X: C 

■LS ■ 

Q PLOT 4-9,143: INK 5: GO SUE 
6000;^ 

10 PRINT PT 3.S;“PRCE“ 

11 -LOT 114,143; GO SUB 6000 

12 PRINT PT 3,15.;7-EEKER“ ^ 

14 PRINT PT 1,2S: INK 6;”Bu:'.-:P 
T 2,23:“SPH” 

15 PRINT- PT 3,3: INK 4:"The Ob 
A e c t 0 f -3pa ce SeeKe r " is to f i n 

d t h £ h i d d £ n P r i Z £ 5 h 0 !.tl H b 4 

t h £ a r r 0 w s a t t h £ s t a r t o f £ a c h 
frama. Pvoid 

th£ bo l la rds ('T INK 3; C:HR$ 143: 
INK 4; ") a n d t h £ £ d g £ o f t h £ s c r £ 
an , “ 

30 PRINT PT IS . 12; INK. S : ‘‘HI 3 
CORE’’ : PT IS . 12 : h i : ” bu “ i a $ 

43 PPUSE 0 

49 BOkl?€R 0: PPPER 0: INK 7: C 

.LS ' -f 

50 LET S =0 ; LET I z =3; LET di-if 
=20 

51 LET i=INT (RND^IS)+2; LET P 
= INT i:RND*23) -fP 

52 LET ti=5O0: LET £=11; LET b 
= 15: LET di f :=4 

99 CLS 

100 FOR n=0 TO dirf 

101 LET M=INT i;RND*2S) 42 

102 LET :' = INT (RND^IS: 42 

103 BEEP .005:0 

104 BEEP .005 : o 420 


Invisible prizes hide in this sector of space. You are ru 
the clock to find it. All that lies in your way are thy^ 
Space Bollards — avoid them at all cost! So 
that Capt. Kirk would think twice about ari^|ji||^^ 


GAME 

CONTROLS 




















' 105 PRINT PT x=u: INK 3: PPPER 
0; CHR$ 14-3 
105 NEXT n 

110 PLOT 10.il 

111 DRpy 0=153 

112 DRPU 233.0 

113 DRPU 0 : -i53 
114- DRpy -233.0 

120 PRINT PT i.0; INK S: BRIGHT 
l;CHR$ 14-9 

121 PRINT PT 21. P; INK 6; BRIGH 
T i ;CHR$ 94 

130 PPUSE 20; PRINT PT i . 0; 
PRINT PT 21 .P : == ■■ 

150 PRINT PT a.b; INK 5;CHR± ii 
43-i-d i r j 

151 FOR n=0 TO 1 

152 BEEP .009 . (20-a} -j-20: BEEP . 
01, (20-a ) 4-10 ; BEEP . 007 , (20-a ) 4-1 

'153 NEXT n 

159 LET n=CODE (INKEY*) 

150 IF INKEY$=-“ then GO TO 176 

161 IF ri>101 THEN LET dir=n-10S 

162 IF n<101 THEN LET dir=n-96 

163 IF dir>4 OR dir<l THEN LET 
d i r = 4 

164 IF n=103 THEN GO TO 5000 
176 IF a=i PND b=P THEN GO SUB 

2500 

1S0 LET ti=ti-l 

161 IF INKEY* <>■■ •= THEN LET ti=t 
i -1 

162 PRINT PT 0.6; FLP5H l:'‘TIhE 

flpsh 0y= “:ti; print Pt 0.17 

: FLPSH 1, INVERSE 1; ■’SCORE”: FL 
PSH 0: ” ” ;s 

163 IF ti=0 THEN GO TO 1000 

190 PRINT PT a.b;” ” 

191 IF dir=l THEN LET b=b-l 

192 IF dir=2 THEN LET b = b-i-l 

193 IF dir=3 THEN LET a=a 4 -l 

194 IF dir=4 THEN LET a=a-l 

195 IF SCREEN$ (a.bj<>" ” THEN 
GO TO 1000 

200 GO TO 150 

1000 LET li=li-1; 

1001 IF li>0 THEN PRINT PT 11.7; 
li:” lives left”: FOR n=3 TO 20; 

BEEP .009,-20: BEEP .01.-15- NE 
XT H: PPUSE 0; PPUSE 50; BEEP .0 
. 1,20 

1500 IF I1=0 THEN GO TO 5000 
1996 PPUSE 0: 

1999 PRINT PT 21, P; INK 5; BRIGH 
T 1;C:HR$ 94 


2001 PRINT PT i.0: INK 6: BRIGHT 
i;CHR$ 149 
-PL 


PPUSE 50 
BEEP .002.n; 


2002 PPUSE 100; GO TO 52 

2501 LET S =S 4- ( I i * t i ) ; LET d i f f =d 
iff*1.5 

2502 PRINT PT 11,1: ‘’UELL DONEi YO 
U FOUND THE PRIZE.’ 

2503 FOR n =0 TO 60; 

NEXT n 

2504 PPUSE 0; GO TO 51 

3000 RESTORE 3020 

3001 FOR n=U3R ”a” TO USR ”f”^7 

3002 REPD 9: POKE n.Q; NEXT n 

3020 DPTP 6.31:63.210.63.31.6.0 

3021 DPTP 0.96.246.252.75.252 ■. 24 
6.96 

3022 DPTP 106.254.236.106.124.40 
.16.16 

3023 DPTP 6,6.20.62.54.119.127.5 

4. 

3024 DPTP 60.24.153.255.255.153. 
24.60 

3025 DPTP 0.6.4.126.4.6.0.0 

3026 RETURN. 

5000 CLS : PRINT PT 6.6; INK 3;” 
YOU SCORED ”:s:” PTS. 

5050 FOR n=0 TO 60; BEEP .002.n; 
NEXT n 

5070 IF s::hi THEN PRINT PT 11.6; 
FLPSH 1; : ■•HISCORE”: ” *^4 

•- LET hi=S; PRINT PT 13,6 ; ” I 
NPUT your NPME”: INPUT aS 
5075 FOR n=0 TO 500: NEXt n 
b0S0 PRINT 15.6:” PGPIN^” I 

F INKEY$ = ”Y OR INKEY S = ” >4” THEN 
GO TO 5500 

5365*IF INKEY$=”” THEN GO TO 536 
0 

5090 BORDER 1; PPPER 1; INK 3; C 

LS ; FOR n=l TO 363 STEP 5; LET 

fn =n 160*21 

5095 PLOT 126.67 

5100 DRpy COS *63.SIN fii *33 

5115 BEEP .009.n/4-20 

5120 NEXT n 

5200 PRINT PT 4.12: FLPSH 1; INK 
6:”Bye-bye!”; PPUSE 3; RPNDOMIZ 
E USR 0 

5500 PPUSE 0; PRINT PT IS . 6: ”INS 
TRUCTIONS?”; PPUSE 3: INPUT INKE 
Y$: IF INKEYS=”y” OR INKEYS=”Y” 
THEN GO TO 6 

5999 GO TO 53 

6000 DRpy 0 .-15 . • PI*3• /3; DRpy 9 
,23,PI*2/3: DRpy 3.16.(PI*3j/3: 
DRpy -9,-23.21*2/3; RETURN 










A NEW DIMENSION IN 
RVMILY ENTERTAINMENT 



NOW AVAILABLE 

For SPECTRUM, CBM 64 

COMING SOON 

Versions for BBC, Electron, Amstrad, Oric & others 


April 14th 1912. On her maiden voyage 
the Titanic hit an iceberg and sank taking 
with her a vast fortune in gold. 

Your mission is to raise sufficient 
finance and equip an expedition to find the 
Titanic and it’s lost gold. 

Easy!! Well it could be but with 460 
possible locations for the gold you 


V 


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need to watch your divers’ air supply. 

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(Spectrum version only). 

Number one in our new range of games 
designed for family enjoyment. 

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/olutionise this arcane skill. arrived 

ves them the twice-over .. • 


and chisel programming 
and delivered unto them a 
remarkable writing tool. 
Its creative potential is 
enormous. The CBM 64 
version, to be available 
shortly, is even more excit¬ 
ing as it offers greater use 
of colour and sound as well 
as some much needed 
access to the interpreter 
(what I wouldn’t do to 
dump that ‘Have a nice 
day!’ tag lifie). Interest¬ 
ingly while the entire col¬ 
lection has been compiled 
on The Quill, none look 
alike. They’re all infuriat¬ 
ingly individual. All run 
on the 48K Spectrum. 

The Adventures Of 
Barsak The Dwarf is pro¬ 
bably the least intersting 
of the bunch. Assuming 
the role of a squat axe- 
wielding dwarf (no great 
stretch of the imagination 
needed there, eh Burton?) 
you must attempt to 
recover some fabled treas¬ 
ures of the underworld. 
Original indeed! The 
treatment is generally 
lacklustre and the game- 
play dull. Even worse 
there’s the dreaded ‘star¬ 
vation’ routine to contend 
with. You can barely open 


IT WAS WITH a disgrun¬ 
tled grimace that I finally 
admitted defeat. I’d tried 
until my paws were numb 
and my eyes radish-red, 
but all to no avail. The 
Gold collection remained 
intact. An arrogant pile 
of unyielding plastic. 
Quietly I wished a plague 
of German tourists would 
descend upon Gilsoft’s 
Glamorgan H.Q. 

I’d fully intended to fly 
through the first official 
(sic) collection of Quill 
adventures, despatching 
both praise and potatoes to 
all in equal amounts, but 
t’was not to be. Your hum¬ 
ble adventurer (I use the 
term loosely) was soon 
bogged down in mire of 
mystery. Defeat was in¬ 
evitable. I went down 
smiling. 

The Quill is clearly the 
single most useful utility 
currently available for the 
potential Spectrum games 
designer (although with 
both Scope2 and The Dun¬ 
geon Creator awaiting 
appraisal company could 
be on the way). Almost 
singlehandedly it’s res¬ 
cued would-be authors 
from the rigours of stone 


a door before being con¬ 
fronted by some dumb “I’m 
awful hungry (rumble)” 
message. Fail to find some 
eats by the 17th turn and 
you unceremoniously kick 
the can. This exact same 
routine is detailed in the 
Quill tutorial which can 
only indicate an immense 
lack of imagination on the 
part of the authors. It 
bodes ill for the rest of the 
piece. 

Devil’s Island also 
appears to crib heavily 
from the Quill manual. 
Indeed the first location 
almost duplicates the util¬ 
ity’s built in example! 
However such cheek is for¬ 
given as it quickly 
becomes obvious that 
author Colin Smith has 
crafted an ingenious and 
devious adventure here. 
You begin incarcerated in 
some dark dank cell on the 
legendary penal colony 
and must gamely break 
jail and bid for freedom 
through the treacherous 
tropical rainforest. Neatly 
scripted with some humor¬ 
ous asides and ferocious 
puzzles. Island threatens 
to become a major head¬ 
ache. It appears to be the 
toughest adventure in the 
collection. 

Mindbender is another 
riot in cell block 11 opus. 
Having been warped 
through a telephone wire 


first REPORT 


DORKSL^YER! 


Steve Keaton's Adventure Column 



























DORKSLAYER! 


CONTINUED 



THECOiDCOLLECTlOlV 

48 K Spectrum 


bv Paul Styles 


quirky and only really dis¬ 
tinguished by a puritani¬ 
cal swear routine. All in 
all overtly zany and unre¬ 
markable. 

Africa Gardens on the 
other hand is something of 
a gem. Ignore the breezy 
summer hols cover art¬ 
work and prepare yourself 
for an excellent old dark 
house mystery, full of 
creaking doors and reek¬ 
ing cobwebs. Beautifully 
written and garishly 
coloured it’s (to my mind) 
the best game in the collec¬ 
tion. Indeed it looks set to 
be fave of the year, which 
is no mean feat consider¬ 
ing the competition. 
Author Tom Davies has 
even used the Quill to 
build up some quite 
respectable graphics! Yes, 
it can be done folks! Trap¬ 
ped inside an old dark 
hotel you must solve the 
mystery of the missing 
guests before joining their 
forgotten ranks! While 
creeping tremulously about 
the ground floor I fully 
expected to bump into a 
deranged Norman Bates 


and his flock of screeching 
violinists! I dread to think 
what waits upstairs once I 
light the candle . . . 

Spyplane is another 
remarkble effort. This 
time the adventure system 
has been used to create, of 
all things, a flight simula¬ 
tor! In it you become cap¬ 
tain of a long range 
reconnaissance plane 
intent on gathering infor¬ 
mation on an enemy battle 
fleet bobbing about some 
15000 feet below. On hand 
there’s a brace of equip¬ 
ment to help including 
sonar, radar, camera and 
Ionisation detectors. 
Thankfully there’s an 
accompanying leaflet 
detailing the use of this hi- 
tech junk. You even get a 
map although this proved 
of little use — I spend the 
majority of my air time 
careering into fog 
enshrouded mountains. 


It’s all incredibly inven¬ 
tive and rather puzzling. 
Which I guess is the idea. 

And so goes Gilsoft’s 
Volume one. A truly cred¬ 
itable collection of pure 
text adventures which’ll 
no doubt see me pulling 
out nostril hairs for many 
months to come. 


Games: 

BARSAK THE DWARF (K) 
DEVIL'S ISLAND (KKK) 
MINDBENDER (KK) 
MAGIC CASTLE (KK) 
DIAMOND TRAIL (K) 
AFRICA GARDENS (KKK) 
SPYPLANE (KKK) 

Maker: Gilsoft 
Machine: 48K Spectrum 
Price: £5.95 


by a unintelligible Welsh¬ 
man (painful), you’re cas¬ 
ually entombed in an 
underground prison com¬ 
plex, captive of a dastardly 
bunch intent on world 
domination. Streaked 
with humour and free sud¬ 
den death routines and 
cheap-shot mazes. Mind- 
bender is quite a lark. For 
example those that dare 
ask for help are chastised 
with a terse: “What do you 
think this is . . . The Hob¬ 
bit?” message. Expect 
more info as I wade deeper. 

Older Gold 

An older program now 
repackaged in the distinc¬ 
tive Gold livery is Magic 
Castle. The title of course 
promises all manner of 
hackneyed cliches. You 
load up expecting the 
usual potpourri of trolls, 
demi-demons, monsters 
and maidens but (sur¬ 
prise) And only exploding 
footballs, grouchy coppers 
and obstinate suitcases. 
It’s hardly a serious affair. 
There’s a certain amount 
of sudden death involved 
and not one but two exas¬ 
perating mazes so to avoid 
total frustration save your 
position frequently. Some¬ 
thing of a dark horse I’d 
say. 

Another elder relative is 
Diamond Trail, in which 
you hunt down the miss¬ 
ing Sinclive diamond. 
Like Castle it’s a little 


WHAT DO YOU THIIMK? 

FINALLY, If you have any favourite adventures why 
not write in and tell us (a) what they are, and (b) why 
you like them. Perhaps you've unearthed some curi¬ 
ous bugs you can share or maybe you're just plain 
stuck somewhere! Whatever the reason, write in. We 
wanna hear from you. 




















HI-TECH 


yTN BERNARD TURNER Motorolas blithely on with his series 

/ KA o \f (^\\( 1 on programming the Wonder Chip mnemonic-style. Don't 

o y ® 'mnemonic'is?Then JMPto another 




TO COMMUNICATE with the 
outside world Input/Output 
(I/O) chips are required by 
any computer. These are 
normaily used as part of the 
keyboard/ cassette port, 
video display chip, floppy 
disc and/or RS232 port hard¬ 
ware, depending on how the 
micro has been designed. In 
68000-ba$ed machines these 
chips are ''memory- 
mapped" and their internal 
registers are accessed as 
though they were just 
another part of the memory. 
This method is probably 
familiar to those of you who 
use 6502/ 6800 or 6809 chips, 
but may be a little foreign to 
those among you who use 
the ZSO and its "IN" and 
"OUT" instructions. 

Instructions tell the MPU 
what to do and are held as 
numbers stored in memory. 
The 68000, not being a 8-bit 
processor, reads instruc¬ 
tions from memory in two- 
byte (word) chunks. The 
instruction read determines 
the functions performed as 
denoted by the particular 
number. Numbers are not 
very easy to remember, so 
for us humans the instruc¬ 
tions are given names to 
indicate their function; these 
are called "Mnemonics" 
(Memory aids). It is these 
mnemonics that you type in 
when writing a 68000 (or any 
other) assembly language 
program. The assembler's 
job is to read your typed-in 
code (source program), con¬ 
verting the mnemonics back 
into the corresponding num¬ 
bers which they represent. 
When the assembly is com¬ 
plete the MPU can then 
directly process the assem¬ 
bled numbers. This assem¬ 
bled program is called the 
"Object program". 

All 68000 instructions are 
an even number of bytes in 
length. Similarly all 68000 
instructions must be placed 
on an even numbered mem¬ 
ory address boundary, due 
to there being no AO address 
line (do NOT confuse with the 
AO address REGISTER), if the 


instruction falls on an odd 
memory address then an 
Address Exception will occur. 

Not only are Instructions 
and I/O chips part of the 
memory but so also are Data. 

If you program in Basic, Pas¬ 
cal or a similar high level lan¬ 
guage then you will not have 
concerned yourself with 
where and how your data is 
physically placed, or how to 
retrieve it. When program¬ 
ming in an assembly lan¬ 
guage this is now part of your 
jurisdiction. Data contained 
in memory is held only as 
numbers. It is how you look 
at and use data which deter¬ 
mines how it appears to the 
person using your machine 
code program. Accessing of 
data is often termed 
"Addressing" — or produc¬ 
ing different ways of deter¬ 
mining where the data is 
obtained from. The 68000 
provides the following 
methods of addressing* 

EFFECTIVE ADDRESS 
MODES NOTATION 

Data register 
Direct Dn 

Address register 
Direct An 

Address register 
Indirect (An) 

Address register 
Indirect with 
postincrement (An)“h 
Address register 
Indirect with 
predecrement -(An) 

Address register 
Indirect with 
displacement d(An) 

Address register 
Indirect with 
Index and 

displacement d(An,Xi) 

Program 

Counter Relative d(PC) 

Program 

Counter Relative 

with index d{PC,Xi) 

Absolute Abs. 

Immediate # 

(N.B. "n" can be 0 to 7.) 

Implicit, also known as 
Implied or Inherent, ad¬ 
dressing is also incorporated 
in the 68000 architecture. It is 


the addressing mode that is 
used when using instruc¬ 
tions such as 'RTS' (Return 
from Subroutine). Although 
the Program Counter is 
affected, it is not explicitly 
stated in the instruction as 
the addressing mode to use. 

Generally speaking the 
format of a 68000 assembly 
language instruction is in 
three parts (there are excep¬ 
tions). The mnemonic and its 
associated data size indica¬ 
tor constitute the first part. 
The mnemonic states which 
function you require of it 
After the mnemonic and a full 
stop the data size indicator is 
placed. It denotes by a "B", 
"W", "L", or "S" what size 
data to act upon. The two 
parts following the mne¬ 
monic and Data Size Indi¬ 
cator are separated by a 
comma and are known as the 
operands. The first operand 
of the instruction states 
where to obtain the data to 
act upon. This is called the 
"Source" operand. The 
second operand of the 
assembly language instruc¬ 
tion states where the proc¬ 
essed data will be placed 
when the instruction has 
finished. It is known as the 
"Destination" operand. 

The Size Indicator states 
the number of bits associ¬ 
ated with the instructions 
data: "B" for byte (8-bit) 
sized, "W" for word sized (16- 
bit), "L" for long word sized 
(32-bit), and "S" indicates 
short addressing when used 
with a branch instruction (16- 
bits). if the Size Indicator is 
omitted then the assembler 
should default to word size. 

Operands, source and 
destination, can all use any 
of the applicable adressing 
methods (or "modes") stated 
above, but you will find that 
there are some restrictions, 
depending on the instruction 
itself — such as having the 
use of any adress mode for 
only one of the operands. 
That Is, you may use any 
address mode for source OR 
destination operand, but 
possibly be forced to use a 



register for the other oper¬ 
and. These restrictions will 
become clearer when the 
Instructions themselves are 
discussed. 

Okay, we now have an idea 
of obtaining and storing 
processed data, but what can 
we do with It? Firstly each 
instruction will fall into a 
particular group, those 
being: control, arithmetic, 
shift and rotate, bit manipu¬ 
lation or logical functions. 
Secondly you'll find that If 
you are used to long state¬ 
ments In BASIC such as 

•LETD=(A-FB)*(A-B)# 

then you can forget all about 
that! Small is beautiful! The 
process will have to be bro¬ 
ken up into small steps such 
as: 

•LETC=A+B« 

•LETD=A-B# 

•LET D=C * D# 

We'll now attempt to sim¬ 
ulate this In 68000 code! 

If the example below is 
considered with the 'parallel' 
ofDI synonymous with "A", 
D2 with "B", D3 with "C", D4 
with "D" then It may become 
clearer. (If all those vitamins 
don't make you clearer noth¬ 
ing will!) 

EXAMPLE 

.BEGIN 

M0VE.W D1,D3 store "A" in "C" 

ADD.W D2,D3 sum "B" TO "C", "'C' 
calculated" 

M0VE.W D1,D4 store "A" in "D" 

SUB.W D2,D4 subtract "B" from "a" 
contained in "D"," 'D' calculated" 

MULS D3,D4 multiply "c" by "D" plac¬ 
ing result in "D"," 'D' calculated" .FINISH 

JMP FINISH stop processing falling 
through. 

This source listing con¬ 
tains four fields (areas) on 
each line. Reading across 
from left to right we have a 
'label' field used to assign 









HI-TECH 


values that the assembler 
and programmer use instead 
of actual addresses. This is 
so that the program is easily 
reassembled in different 
locations. Secondly we have 
the mnemonic field and its 
attendant Data Size Opera¬ 
tor. In the third field we find 
that we have two pieces of 
information for the most part, 
namely the source and des¬ 
tination operands (the 
exception in this example 
being the JMP instruction). 
Finally In the fourth field we 
have comments. Comments 
are not part of the finally- 
assembled object program. 
They are there, like REMS in 
BASIC, merely as an aid to 
the programmer. 

Quickly skipping over the 
label "'begin" wecometothe 
instruction "MOVE". This 
instruction is one of the most 
used instructions, especially 
if you are interested in doing 
character graphics on a bit¬ 
mapped screen, say for 
example on the Sinclair QL. 
The MOVE instruction comes 
in several varieties; the one 
concerning us here istermed 
by Motorola as "Move data 
from Source to Destination". 
What it does Is to obtain data 
from the place indicated by 
the source operand — in this 
case from the Data register 1 
(D1) — and place it where the 
Destination Operand dic¬ 
tates. In this example it is 
placed in Data Register 3 
(D3). You should be careful 
when using the MOVE 
instruction, because it over¬ 
writes without thought 
whatsoever for what Is con¬ 
tained In the Destination 
location. MOVE can also 
cause disaster if used when 
trying to read from I/O chips 
(e.g. 6850 ACIA) that clear 
their internal states when 
read. (To overcome this 
problem there is another 
instruction called MOVER 
which we will discuss later.) 
The MOVE Instruction does 
not affect the source oper¬ 
and at all, but it does affect 
the flags in the processor's 
condition code register. It 
always clears the Overflow 
and Carry Flags to zero. It sets 
the Negative Flag to "1" if 
the result Is negative, other¬ 
wise it clears It to zero. It sets 
the Zero Flag to "1" If the 
result Is zero, else it clears 
the flag to zero. The Extended 
Flag Is unaffected. You may 
also like to note that the size 
of the data moved is word 
sized; because of this it will 
not affect the two most sig¬ 
nificant bytes In either source 
or destination. Other sizes 


yes 

yes 

yes^ 

no 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

yes 

no 

yes 

no 

yes 

no 


permissible are Byte and 
Long Word. Permissible 
Address Modes are for 

MODE source destination 

Dn 
An 
(An) 

(An)4- 
-(An) 
d(An) 
d(An,Xi) 

Absolute 
d(PC) 
d(PC,Xi) 

Immediate 

*Byte size not allowed. 

ADD, like MOVE, has two 
operands, source and desti¬ 
nation. This instruction is 
best thought of as 'sum 
source to destination' — that 
is, add (in binary format) the 
source to the destination and 
place the result in the desti¬ 
nation. In this example the 
size operand is set to 'word', 
thus only the lower two bytes 
of the registers D3 and D2 
are used. Similar to the 
MOVE instruction described 
above, the Source Operand 
is read only, and thus does 
not change. The Destination 
will contain the result of its 
previous contents and the 
contents of the Source Oper¬ 
and, summed together. 
Those of you out there who 
have programmed the 6502 
and are familiar with its 'ADC' 
(Add With Carry) instruction 
may like to note that the Carry 
Flag is not added into the 
result when using this 68000 
instructions. Thus the Carry 
Flag does not affect the result 
placed in the destination 
operand. After the ADD has 
been done the Condition 
Code Registers flags are set 
as follows, depending on the 
result: 

FLAG SET CLEARED 

N Negative If zero or 
positive 

Z Zero If not zero. 

V Overflow If no 
Overflow occurred. 

C Carry Generated If 
Answer can be 
contained in 
Destination. 

X Copies the C flag. 

When using the ADD 
instruction one of the oper¬ 
ands MUST use a data reg¬ 
ister as one of the operands. 
If you are using it as the Des¬ 
tination Operand then any 
Effective Address mode is 
applicable for the Source 
Operand (including any data 
register). If you don't use a 
data register as a Destination 
Operand, you MUST there¬ 
fore use a Data Register as 


the Source Operand. If this is 
the case then only the 
following Effective Address 
Modes are allowable for the 
Destination Operand: 

Modes Allowed when the 


Destination Operand isn't a 
Data Register: 

(An) 

(An) 

(An)+ 

(A 

-(An) 

-( 

d(An) 

d(An,Xi) 

Absolute 

d) 


The Second MOVE is the 
same as the first MOVE 
except that Data Register D4 
and D1 are used. 

The Subtraction instruc¬ 
tion takes the Source from 
the Destination Operand, 
placing the result in the Des¬ 
tination. Like the ADD 
instruction it is carried out in 
binary arithmetic. The 
instruction has identical 
restrictions to the ADD 
instruction, regarding the 
necessity to use a Data Reg¬ 
ister as one of its operands. 
Flags affect, and are affected, 
In an identical manner to the 
ADD instruction. In this 
example D2 is subtracted 
from D4. The result is placed 
In D4. 

MULS is the 68000 mne¬ 
monic that represents the 
Instruction to do a signed 
multiply of the Source Oper¬ 
and and a Data Register, 
which must be used as the 
Destination Operand. All 
Effective Address modes 
(except An) are allowed for 
the Source Operand. The 
instruction takes both oper¬ 
and's data as signed 16-bit 
numbers, producing a signed 
32-blt result which is placed 
in the Destination Operand. 
In the example above the D3 
register is multiplied with the 
D4 register. The result is 
placed in D4. No flags affect 
the operation of this instruc¬ 
tion, but all of the flags in the 
Condition Code Register 
(except the X Flag) are 
affected by the result. The 
flags are affected in the 
following manner: 

FLAG 

N Set if the result is nega¬ 
tive, cleared if the result is 
zero or greater then it is 
cleared. 

Z Set if the result is zero. If 
it isn't zero then it is cleared. 
V Always cleared in zero. 

C Always cleared to zero. 

1 have included a JMP 
Instruction at the end of the 
program to stop the proces¬ 
sor continuing further Into 
memory; If it did so then It 
would try to execute unin¬ 


tended instructions that the 
memory contain thus it acts 
as a 'safety net', not allowing 
processing to fall through. 
The JMP instruction directs 
the processing from a posi¬ 
tion In memory to a position 
indicated by its operand, i.e. 
It 'jumps' the processing to a 
new location. The assembler 
will substitute the value of a 
label as an instruction's 
operand. A label is given a 
value by typing the label's 
name In the label field. In this 
example of JMP we have a 
label 'Finish' as the operand. 
The JMP instruction requires 
an address to jump for its 
operand. Immediately before 
the instruction, in the label 
field, 'finish' has been typed. 
This allocates 'finish' the 
value according to its loca¬ 
tion. Anywhere 'finish' is 
used in the source program 
the assembler will substitute 
the value it has been allo¬ 
cated. The assembler will 
therefore generate the 
address of the JMP instruc¬ 
tion as the label's value. 
When the instruction is exe¬ 
cuted it will jump back to the 
start of the JMP instruction 
and then execute the JMP 
again — creating an endless 
loop. If you run this program 
you will find that the only way 
to reclaim the machine is 
either to press the reset 
switch or jiggle the power. 
The JMP instruction is not 
affected, and has no effect, 
on the Condition Code Flags. 
Generally a preferable 
method of ending a program 
is to use an 'RTS', 'RTE' or 
'RTR' instruction to return 
you to the calling program. 
We shall be looking at these 
in future articles. 

RECAP 

We have briefly looked at I/O 
Devices as part of the mem¬ 
ory map. We saw that 68000 
instructions are formed from 
a Mnemonic, data size oper¬ 
ator and the mnemonics 
operands (if the instruction 
requires them). That Oper¬ 
ands could be up to two in 
number and that they are 
termed the Source and Des¬ 
tination. Following this it was 
pointed out that there were 
restrictions on permissible 
addressing modes for oper¬ 
ands and that the restrictions 
were dependent on the parti¬ 
cular instruction. The format 
of an assembly language 
source line was discussed 
and finally a small example 
was explained. Continuing 
the series we will look at 
address modes in more 
detail. 
















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CHUCK-E-EGG 
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COLDITZ 

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CYLON ATTACK 
(A&F Software) 

fighter pilot 
(D igital Integration) 


Compiled by MRIB Computer. 




(Dedicated 

Consoies) 


0(1) POLE POSITION (Atari) 

0 (4) PITFALL 2 (Activision) 

0(3) SUPER COBRA (Parker) 

^(5) MARIO BROTHERS (Atari) 

0(11) FROSTBITE (Activision) 

0(2) SPACE SHUHLE (Activision) 

0(6) POPEYE (Parker) 

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0(7) MS PAC MAN (Atari) 

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S (i5) FROGGER (Parker) 

(13) PHOENIX (Atari) 

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0(18) DIG DUG (Atari) 

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0(14) BAHLE ZONE (Atari) 

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0(26) SPACE INVADERS (Atari) 

0(-) KANGAROO (Atari) 

0(-) ALPHA BEAM (Atari) 

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@(-) DECATHLON (Activision) 

@(19) MOON PATROL (Atari) 

@(25) COOKIE MONSTER MUNCH (Atari) 
@(29) SMURFS (CBS/Coleco) 

@ (-) WIZARD OF WOR (CBS/Coleco) 
@(24) TUTANKHAM (Parker) 

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megawarz 

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rally speedway 

(Anirog) 

test Match 

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TERRY WATTS INTERVIEVJ 


TERRY WATTS, star K-TEL 
programmer, admits that he’s 
not only a veteran of the Rock 
and Roll generation, but an 
uncontrollable manic enthu¬ 
siast. 

Terry’s arrival is best 
equated with that of the fire¬ 
ball that suddenly zaps across 
the screen in his game. City 
Attak. Swarthy, bright-eyed 
and mustachioed, he has a 
wiry dancer’s frame that has 
turned its way through many 
a tango in his other life as a 
dance teacher. 

A Dance Teacher?? 

So how did the Suave 
Southender get program¬ 
ming? 

“A dead giveaway of the 
manic enthusiast is fascina¬ 
tion with gadgetry. Com¬ 
puters seemed like a gadget 
par excellence. I just had to 
have a go. So I built one.” 

A few months later, Quick- 
silva found themselves with 
Quintic Warrior, a Vic-20 
best-seller. 

CLASSICS 

Terry wants to write clas¬ 
sics — games that are totally 
absorbing time after time. 
“Some games simply prey on 
your ego,” explains Terry. 
“You are compelled to keep 
playing out of sheer frustra¬ 
tion, but you don’t actually 
like them.” Terry has written 
two very sophisticated games 
for K-Tel, Odyssey and City 
Attak, which certainly prove 
his pudding. We asked him 
for the recipe. 

“I don’t start by trying to 
think up original ideas. I play 
for hours, searching for a 
‘hook’. A movement, perhaps, 
only lasting a few seconds — 
but one that you want to keep 
doing again and again. That’s 
my trigger to a train of 
thought — and I’m off!” 

Mistakes can also be a 
source of inspiration. Should 
you get shot whilst playing 
City Attak, observe the flick¬ 
ering tongues of flame that 


You don't have to be 13 years old 
with zits to be a whizz-kid. TERRY 
WATTS, K-TEL'S ace code- 
goader, is a withered 42, for 
example. AND a former Ballroom 
Dance champion. How unlikely a 
combination is that? NICKY 
XIKLUNA investigates... 


^ engulf your prone craft. Real- 
; istic, huh? Terry stumbled 
across this effect when he for¬ 
got to terminate a lightning 
flash. It combined with 
: another character, and the 
H resulting sprite sparkled 
I alluringly. “Eureka!” cried 
I Terry, for he had Discovered 
^ Fire. 

^ Being a little older than the 
common garden whizz kid has 
■ its problems. Running a busy 
? dance studio and a young 
family take up a lot of time. 

? Terry’s favorite program- 
' ming hours are midnight to 
6 am. (Nothing unusual 
there — Ed.) His young son 
" ‘persuaded’ him to become 
j nocturnal in order to avoid 
fi distractions. Whilst finishing 
a complex game, Terry was 
r distracted by the boy. “Look, 
? Daddy!” said Simon, bran¬ 
dishing an electrical plug and 
beaming with pride. The 
: whole program vanished 
^ down the tube. Horrified, I 
asked Terry what he did about 
it. 


I “Patted him on the head,” 
said Terry. “Hard.” 

But Terry also finds advan- 
^ tage in extra years. “I’m not 
as easily distracted as a 19- 
year-old. The young haven’t 
■ tasted disappointment, and 
' don’t realise just how hard it 
is to succeed. You’ve got to be 
completely set on what you’re 
doing. The most important 
thing is never to give up.” No 
. doubt manic enthusiasm 
? helps. 


ENGINEER 


Terry had no formal edu¬ 
cation. He informed his 
; careers advisors that he was 
going to be a television 
engineer. He was offered a 
choice of jobs: road sweeper or 
park attendant. 

Our hero nevertheless 
5 managed to become a tele- 
: vision engineer, but failed to 
^ And the glamorous life he’d 
^ fbrseen. It was then he began 
’ to ruminate on the idea of 
rock-stardom. 


Unfortunately, 
his band consisted 
of fifteen guitarists 
who preferred to 
fantasise about 
their impending 
stardom than 
practise their 
instruments. 

All except Terry. (But then 
he had that old M.E.) 

“The only way we could get 
through a number was to split 
the lead into sections so that 
we could take turns in each 
doing a little bit.” Mean¬ 
while, the guy who was sup¬ 
posed to be playing lead, 
mimed. 

This glorious group Anally 
found themselves a drum¬ 
mer. It was then that it 
dawned on them that none of 
them could keep time. They 
promptly (and wisely!) dis¬ 
banded. 

Terry grows pensive. 
“There are parallels between 
what was happening then, 
and where we are now in 
computing. For a while it 
seemed that the world of 
music could be anyone’s oys¬ 
ter. Then the industry became 
increasingly professional. In 
computing, the importance of 
the programmer is dwindling 
as P.R., advertising, distri¬ 
bution, etc. become equally 
vital. The competition and the 
standards are hotting up all 
the time. Professionalism has 
become the most important 
thing in writing today.” 

So what is Terry up to 
Professionally? “Oh, it’s a 
completely new concept in 
game-play.” Well? “All I can 
say is that it uses 50K of 
machine code, and I’m half 
way through it.” This irre¬ 
pressibly ebullient chappie 
had suddenly gone quiet. 
Could this perhaps be Terry’s 
adventure debut? Could it be 
K-Tel’s newly-announced 
blockbuster? 

At this point he looked at 
me solemnly, and placed a 
hand over my mike. I can say 
no more . . . 


i 













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^ Please send me the following items: 

^COMMODORE 64 


PANORAMA (H) 

PANORAMA (H) 

ARCHIPELAGO 

ARCHIPELAGO 

KALAH 

KALAH 

WEST 

WEST 

BBC MODELS 

LASER REFLEX 
WEST (text only) 
ELECTRON 

LASER REFLEX 
WEST (text only) 


Cassette (£17.95) 
Disk (£19.95) 
Cassette (£ 7.95) 
Disk(£ 9.95) 
Cassette (£ 7.95) 
Disk (£ 9.95) 
Cassette (£ 9.95) 
Disk (£12.95) 

Cassette (£ 7.95) 
Cassette (£ 7.95) 

Cassette (£ 7.95) 
Cassette (£ 7.95) 


SPECIAL PRICE ^ 

□ £15.95 

□ £17.95 

□ £ 5.95 

□ £ 7.95 

□ £ 5.95 

□ £ 7.95 

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H 


TTT 


Total (includes postage and packing) 

I enclose a PO/Cheque to the value of £ .. 

Please debit my ACCESS | | 

Name (block capitals). 

Address. 

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BK1 

Signature.Tel.. 

Please allow up to 28 days for delivery. We shall not bank your 
remittance until your order has been despatched. 

Dealer enquiries welcome. Contact Veronica Colin on 041-552 2128 









































Excellent machine though it is in every way, the Acorn BBC Model 'B' is 
hampered by lack of on-board RAM memory (as anyone running the BBC 
DOS would agree). There are times when every byte can be vital. In this 
article, KIM ALOIS explains how to add another 2K in the form of a 'RAM 
chip' — to fit in those handy Sideways ROM sockets. 


LL 


A 


T BODGES 


DIL Socket (top view) 


cut these pins - 


SO YOU'VE built your Big K 
EPROM Programmer and 
probably tried it out. If your 
first experiences of EPROM 
blowing was anything like 
mine you probably had to 
erase the chip, alter the soft¬ 
ware, reblow the chip, kick 
the cat and start all over again 
when the chip still refused to 
work. After about a week all I 
had to show was no cat and 
a worn out EPROM. 

Before you throw the thing 
out of the window, there is 
an alternative. 2K RAM chips 
have pinouts very similar to 
EPROMS so they can be 
adapted to fit a sideways 
EOM. socket and they only 
cost about a fiver. 

doesn,t sound very 
much but 2K means 8 pages 
of memory. That's easily 
enough to develop utilities 
and average sized routines 
on and an advantage of 
around thirty pounds over an 


8K chip certainly makes it 
appealing. 

First of all the ingredients. 
You will need one 28 pin DIL 
socket and a Hitachi 6116 LP 
2K static RAM chip. These are 
available from Technomatic 
or Watford Electronics and 
should cost about a fiver all 
in. 

A word of warning about 
the chip. This Is what's 
known as a CMOS device 
which means it's very prone 
to static electricity. Your body 
is capable of storing static 
electricity in enough quan¬ 
tity to destroy Ihe chi^ so 
dgiJttouch the pins until you 
have to. Before you do, earth 
ymirseff by touching a radm- 
tor or cold water pipe. 

While on the subject of 
warnings the operations 
described here mean open¬ 
ing up the computer. Some 
parts inside can be damaged 
by rough treatment and 
some parts are more than 
capable of damaging you if 


the machine is still on. So BE 
CAREFUL! Turn off and 
unplug the computer before 
you open it up and treat it 
with respect. Neither the 
author nor Big K can accept 
any responsibility for 
damage done to either you 
oryour computer by haphaz¬ 
ard messing around. 

One slight problem is that 
there am.four more pins on 
the EPROM than on the 2K 
chip so we need a way of get¬ 
ting the right pins in the right 
holes. Jumping up and down 
on It doesn't seem sensible 
so we'll cut down the DIL 
^d use that as an 
adaptor. 

Take a look at diagram (1) 
ami you can see how the 
adaptatfon is made. A minor 
amount of solderUng is 
required but this should 
cause no great problem as 
long as you DON'T do it over 
the computer. Hot solder 
hurts circuit boards. 

First of all use a small pair 


of side cutters to cut pins 26 
and 23 from the DIL socket. 
Turn the socket over and 
insert the chip into the socket 
as shown. Make sure thatthe 
notch is at the top and that 
the four free holes of the 
socket are also at the top. 

Insulated 


Now comes the soldering. 
Thefirst Is a linkfrom thetop 
right hand pin of the chip to 
thetop right pin of the socket. 
The next is a 'flying lead' 
from pin 21 of the chip and 
should be around six inches 
long. Both these leads should 
be insulated single core 
which you should be ablejj^- 
l^tom the same place 

il0Wi^OT^msert the chip 
which means opening up the 
computer. First of all TURN 
IT OFF. UNPLUG m 

Look at the back and the 
underside of the computer. 
You should see four screws 















































the rightmost socket and 
should stay there. To get the 
Basic chip out gently put the 
blade of a screwdriver under 
the top end and prise it loose, 
then do the same atthe other 
end, being careful not to 
bend any pins. The chip 
should now be loose enough 
to ease out by hand. Now 
replace it in the rightmost 
socket (15) by putting one 
end in first then gently eas¬ 
ing down the other end. A 
firm push (not jumping up 
and down on it) should see it 
into place. 

You can now Insert the 
RAM chip, already in its 
socket, into socket 12. This 
should go In the same way 
as the Basic chip, with the 
notch at the top. 

The flying lead which you 


soldered to pin 21 has to be 
soldered onto the 6522 VIA 
chip. That's IC69 as shown in 
the diagram and is soldered 
onto pin 22 as shown. This 
has to be done over the main 
circuit board so BE CARE¬ 
FUL! 

Now you should be all set 
up and raring to go. Reas¬ 
sembly is the exact reverse 
of dissassembly but remem¬ 
ber, replace the cover before 
you switch on. If everything 
is O.K. the computer should 
function as normal and 
you're ready for the soft¬ 
ware. This is basically a 
skeleton machine code rou¬ 
tine to put into the RAM chip 
so you know that it's work¬ 
ing. Andy Green's article in 
the May Issue of Big K gives 
a pretty good Idea of how the 


ROMs work so I won't go into 
too much detail. The Basic 
section contains two rou¬ 
tines, PROCread and 
PROCwrite which you can 
use to read and write to the 
chip. To read from the chip 
at location 'address' use 
PROCread(address) and use 
PROCwrlte(data,address) to 
put the number 'data' Into 
location 'address'. Simple 
isn't it? Alternatively if you 
want to dump a whole sec¬ 
tion of machine code to RAM 
use PROCdump. This routine 
dumps the 2K buffer at &3000 
to &37FF into paged RAM but 
don't forget that the chip 
must have a header code at 
the start. If you want a differ¬ 
ent title to the one I've given 
then that's in Andy's feature 
as well. 


marked 'FIX', two on the back 
and two on the bottom. 
Remove these and top of the 
computer will lift off. Remove 
the ribbon connector fromthe 
keyboard circuit board by 
carefully prising it with a 
small screwdriver and then 
undo the retaining nuts on 
either side of the keyboard. 
Now unplug the loudspeaker 
leads from the main circuit 
board, noting which way 
round they go and put the 
whole lot to one side. 

Take a look at diagram (2). 
The ROM sockets are the four 
in the bottom right num- 

extra ROMs then Basic is 
12. When 

the BBC powers"^irph#~fl|yes 
priority to the first chip 
reaches, working from the 
We would quite like It 
to stay that way and so we 
shall have to shift the Baaic 
chip to the rightmost socket. 
Incidentally if you have the 
DFS then this chip will be in 






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53 


































ATARI GRAPHICS 


OF HIGH 
JINKS iKM) 
ANTICS... 

In the third part of this award-winning, epoch-making 
and ice-breaking series on ATARI GRAPHICS, NIGEL 
FARRIER explains how, by some discreet twiddling with 
the display list, all sorts of bizarre and jewel-like effects 
become possible. Like redefined and multicoloured 
character sets, for example... 


MANY OF the colourful games that are available today on Atari 
do not actually use any high resolution graphics mode. They 
simply use a GRAPHICS 0 screen and colour. According to the 
Atari reference manual you can only have one colour with two 
luminances. However, there is an extremely simple way of 
obtaining four colours in a GRAPHICS 0 screen and also have a 
high resolution definition. 


The Antic chip 

The answer lies with the 
ANTIC chip. Although you 
only have twelve possible 
GRAPHICS commands, 
there are a possible six¬ 
teen different screens 
(assuming no interrupts 
and fancy programming). 
For those of you with one 
of the new XL computers 
life is made much simpler 
as they have been built 
into the GRAPHICS state¬ 
ment. 

One of the major func¬ 
tions of the Antic chip is 
to control what appears 
on your television screen. 
To do this it needs several 
pieces of information. 
Firstly it requires a set of 
instructions that tell it 
what mode it is in and 
secondly it needs to know 
where to find the screen 
data. The set of instruc- 
tlonsfor Antic Is known as 
a display list and the 
address of the display list 
is held in locations 560 and 
561. 

When you are in a 
GRAPHICS mode 0 
screen, Antic Is actually in 
mode 2! (Typical, things 
are never as straight as 


they should be.) Our mul¬ 
ticoloured GRAPHICS 
mode 0 is Antic mode 4. 
Therefore all we have to 
do is to slightly alter the 
figures in the display list 
into fooling Antic that it is 
in mode 4. 

The Display List 

Firstly let us look at the 
ordinary display list. As I 
have already stated. Its 
location is held in 560 and 
561 and can be found by 
the following simple piece 
of arithmetic: 

DL = PEEK (560) + PEEK 
(561)^256 

Location 561 holds the 
'high byte' of the address 
and 560 the 'low byte'. We 
therefore have to multiply 
the high byte by 256 
(remember last month 
and pages being 256 bytes 
long?) and add in the low 
byte. The variable DL now 
contains the starting 
address of the display list. 
In order to see what the 
display list contains type 
in the above and follow it 
with 

FOR X = DLTO DL + 31: 














rnmmmm 













PRINT PEEK(X),:NEXTX 

If you have typed it in 
correctly you will get a 
stream of numbers 
appearing on the screen. 

The first three numbers 
should be 112 which tell 
Antic to put a few blank 
lines at the top of the 
screen. You should then 
have the number 66 fol¬ 
lowed by two other num¬ 
bers depending upon how 
much memory you have 
got. Following this will be 
twenty three 2's. Finally 
another three numbers 
depending upon the state 
of your memory. 

GRAPHICS mode 0 is 
ANTIC mode 2, remem¬ 
ber. Right in the middle of 
this list we have a mass of 
2's telling the Antic chip 
what mode it is in for that 
display line. We therefore 
have to change all the 2's 
into 4's. 


If you look at the list of 
numbers again you will 
see that the fourth num¬ 
ber is 66. This is actually 
made up of 64+2. This 


therefore has to be 
changed to 64+4, i.e., 68. 
If you now type in the 
following program it will 
convert the whole screen 
in Antic mode 4 and put 
something on the screen 
so that you can see the 
effect. 


10 GRAPHICS 0: LIST: 

LIST 

20 D = PEEK(560) + 
256*PEEK(561) 
30 POKEDL+3,68 
40 F0RX=6T0 28 
50 POKEDL+X,4 
60 NEXTX 


What appears on the 
screen is virtually illeg¬ 
ible. You have got multi¬ 
coloured characters. Just 
to prove that It really is 
there alter line 40 to read: 


40 FORX=6TO 28 STEP 2 


and then RUN the pro¬ 
gram again. Now only 
every other line Is in 
ANTIC mode 4 and the 
others are normal mode 2 
lines. 

Continued p. 94 










































































Get girls! Lose spots! U| 


for Unexpanded VIC-20 




5 REM3*iSPEEIi flREHFl 
EV 


EV n.GRRL 


10 PRINT'T]" 

11 HI=100 

1 Fi SC=0 • L= 1: LI =3 • GOTU 
20 X=0: V=0: DI =0: C=307; 


250 

0:fl$=‘"' :E$=‘' " 


30 POKE 36873.-27 

40 FOR F=7680 TO 7701 • POKE F.. 160 
:P0KE F+C..0:HEXT_F 
.1^10 FoR F=i'*8'—*0 To c*l84 •z*Tcii— cmC~ ^ 

:pnKE F. 160-POKE F+C..0:HE;KT F 
60 FOR F=8164 TO 8185:POKE F,. 160 
:pOKE F+C.*0:NEKT F 
70 FOR F=770T TO 8185 STEP 22 
: POKE F160: POKE F+0.. 0 '• NEIKT F 
100 FOR W=1 TO 100 

105 GET m-lF fl$C>”Z"fiND H 

" THEN fl$=Bf 


110 IF flt-="L"THEN K=K-1: DI =60 '• SC=SC+1 
120 IF m=" ■"THEN N=K+1 :EI =62:SC=SC:+1 | 
130 IF fl-$="fi‘‘THEN V=V-1: 01 = 1: 30=80+1 
140 IF m=" 2"THEN V=V+1^01=22:SO=SO+1 
145 B$=fl$ 

15Pi p=7910+N+22#V 

160 IF PEEK<P><>32 THEN 300 

170 POKE P,. or-POKE P+C.. 2 

180 FOR Q =1 TO L 

130 fi=TNT<RND<l>i^500> + l 

200 POKE 7680+fl.-160 POKE 7680+fl+C.. O 

210 NENT Q 

220 FOR T=1 TO 25:NENT T 
230 POKE P..32 

23fi PRINT'T^S SCORE: "SC" HI'• "HI 
240 NEXT U 
245 L=L+1 

250 PR I NT" CENTER FlRENfl"L 
















































I your Macho Moment! 




Steer your buggy around the rapidly-materialising obstacles and win silver cups, cham¬ 
pagne and the chance to go on Name That Tune with Murray Walker! Get girls! Lose 
spots! Up your Macho Moment! All you need for perfect celestial harmony and clean 
spark plugs is to remember that A and S move you left and right, while L and ( do the 
vertical equivalent. Rrrrrrrrummmm! 


260 

270 

280 

300 


310 


315 

320 


FOR T=1 TO 500:NEXT T 
PRINTM" 

GOTO 20 

POKE P.. 160: POKE P-1 160 
: POKE P+1.. 160 •• POKE P-22.. 160 
:P0KE P+22.. 160 
POKE P+C:..4:P0KE P-1+C..4 
: POKE P+1+C.. 4: POKE P-22+C:.. 4 
:P0KE P+22+C..4 
POKE 36877..200 

FOR S=15 TO 0 STEP-1: POKE 363 ,■ 
•FOR T=1 TO 50:NEXT T:NEX 


330 PuKE -liE.yi' f.. 0 
340 


FOR E=0 TO 3 :POKE P..32_P0KE P-E..42 
:P0KE P+E..42:P0KE P-22i^t..42 
:pOKE P+22-*E..42 
350 POKE P+C:..2:P0KE P-E+C..2 

■ POKE P+E+C." 2: POKE P-22#E+iJ.- 2 


:POKE P+22-*E+C..2 

SFO POKE 36878.. 10 : POKE 36875.. 28ti 

:FOR T=1 TO 25 : NEXT T : POKE 36875 ..0 
370 POKE P.. 32: POKE p-E..32:pOKE P+E..32 
: POKE P-22^E, 32 • POKE P+22i^E.. 32 
380 NEXT E 
385 LI=LI-1 
390 IF LI>0 THEN 250 
400 PR I NT” Hi SI SPEED flP.EHfi 1" 

405 PRINT"VOiJ WRECKED PiLL VOUR CPiRS. ” 
410 PRINT"‘t'OU SCORED"sc 
420 IF SOHI THEN PRINT"fi NEW HI SCOR 
E":HI=SC:GOTO 440 
430 PRINT"HI SCORE"HI 
440 PRINT"PRESS P TO PLRV" 

450 GET Z$:IF Z$C>"P"THEN 450 
460 PR I NT " 73": GOTO 15 


























» Cl 



nniVIPFTITON ° COMPETITION ° COMFfTI 


COMPETITION • COMPETITION»COMPETITION ■> C 


This month BIG K, in conjunction with K-Tel, is 
proud to present one of the most exciting compe¬ 
titions ever runhy a computer magazine. 

The lucky winner will receive Ca) a week for 
TWO PEOPLE* in Florida, USA; (b) all expenses 
including flight, hotel, car hire and £500 SPEWD- 
mG MONEY; and (c) a trip to the Kennedy Space 
Center. It’s the trip of a lifetime and it’s ONLY in 
BIGK. 

Hunners-up will receive prizes of K-Tel Soft¬ 
ware on either cassette or floppy-disc. 


















=3riTIO N «* CO M PETITION ° CO M PETITIO N C O M PETIT 

A WEEK IN FLORIDA! 

COMPETITION 



DF 


RULES 

There is no entry fee but all 
entries must be on a proper 
printed coupon cut from BIG K 
and must bear the entrant's 
own name, age and address. 

Every accepted entry will be 
examined and the First Prize 
awarded to the entrant who, in 
the opinion of the judges, has 
shown the most skill and judg¬ 
ment in assessing the merits 
of the alternative factors for 
each of the nine pairs. Remain¬ 
ing prizes will be awarded for 
the next best entries in order 
of merit No entrant may win 
more than one award. 

In the event of a tie or ties 
for any prize(s) then a further 
test of skill will be conducted 
by post between tying com¬ 
petitors to determine the 
eventual winner(s) or winning 
order. 

All prizes must be accepted 
as offered. There can be no 
alternative awards, cash or 
otherwise. If the First Prize¬ 
winner is aged under 18 then 
parental consent must be pro¬ 
vided before the prize can be 
awarded. The winner must be. 
accompanied by a responsible 
adult on the holiday which can 
betaken any time during 1985, 
subject to availability or book¬ 
ings. 

Any entry received after the 
closing date will be disquali¬ 
fied as will any received muti¬ 
lated, illegible, altered, 
incomplete or not complying 
with the rules and instructions 
exactly. No responsibility can 
be accepted for entries lost or 
delayed in the post or else¬ 
where. Proof of posting will not 
be accepted as proof of receipt. 

The judges' decision and that 
of the Editor in all other rnat- 
ters affecting the competition 
will be final and legally bind¬ 
ing. No correspondence can be 
entered into. 

The competition is open to 
all readers in Great Britain, 
Northern Ireland, Eire, the 
Channel Islands and Isle of 
Man except employees (and 
their families) of IPC Maga¬ 
zines Ltd., the printers of BIG K 
or of K-Tel and their publicity 
agents. 

All winners will be notified 
and the result published later 
in BIG K. 


B 


^•^■screen Machines 



HOW TO ENTER 


Here are nine pairs of factors which are to be considered when creating an arcade game 
suitable for home computers. Of course, a commercial success is the main aim and so all the 
factors are desirable. However, for the purposes of this competition what we want you to do is 
decide which of the two possibilities in each pair is more important when trying to design an 
appealing home computer arcade game — is it A or B or are both EQUALLY important? 

Write the key letter (A or B) of each chosen answer in the appropriate space on the entry 
coupon but if you consider them both to be of equal merit mark a cross (X). For example, if you 
think that "loading title page" is more important for the first pair put A under 1 on the coupon. 
If you think "attractive packaging" is of greatest importance put 8 but if you think they are of 
EQUAL merit put X. 

When you have completed all nine pairs in this way, complete the coupon — in ink or 
ballpoint — with yourfull name, age and address and then postyour entry in a sealed envelope 
to: BIG K/K-Tel COMPETITION, 55 EWER STREET, LONDON SE99 6YP to arrive no later than 
Friday, August 31,1984, the closing date. 

IMPORTANT: Before sealing, copy out on the outside back of the envelope the nine key letters 
in EXACTLY the same order as they appear on your completed coupon. Do not enclose any 
other correspondence. FAILURE TO COMPLY MAY RESULT IN YOUR ENTRY NOT BEING 
CONSIDERED. 



1 


ADDRESS 


I - ^ please cut neatly around this line —■ - — J 

PETITION«COM PETITIO N CO M PETITICI 

































UIDBET5 



ENTER THE 


WICO, 
YOUCO, 
THEY ALL 
CO 


You've been able to get the Wico range of joysticks in this country for some time 
now, though not "officially". Those who have had any experience with these 
American controllers know them to be without equal for durability and sweetness of 
action. Now they've found a home in the UK on a permanent basis. CGL, who already 
distribute the Sord M5 computer plus the largest range of standalones in the UK, 
have now picked up the Wisconsin company's action in this country. 

Like all US companies, Wico target Atari, Apple and CBM 64 most widely (though 
with the various interfaces now available there's no reason why Spectrum owners 
shouldn't consider them also). Stick power is yours with The Sossf or £13.00 - this 
squares up looks-and quality-wise with the Pro Stick or Spectravision II. Move on up 
to the RedBalIsM on shape, action, weight and sensitivity - 8-way directions are 
yours for £10 more. Those who treat joysticks as precision instruments, like forceps, 
will approve of the choice represented by the S-way Joystick SI £25. Three 
changeable handles come supplied—a mini-baseball bat and two contoured shapes. 

In the US, Wico is pretty much a connoisseur's stick. Now that their prices are 
significantly lower than when they first arrived, others can experience them too. 

NB: Watch outfor 
Upcoming BIG K Controller Review 


selection combinations; 
ball-handled stick with 
short stem and thankfully 
easier action than on the 
Coleco game system. There 
is also a mysterious white 
knurled plastic wheel that 
tracks a cursor in certain 
Coleco games. 

Underneath the fingers: 
four separate multicoloured 
triggers, one for each digit. 
Again, these have special 
applications. 

Though lurid and gauche 
to the point of insanity to 
look at, these items — like 
so much Mickey Mouse 
American engineering — 
actually work very well. The 
ball stick is positive and 
smooth, almost WICO 
standard. 


ELECTRON DIGITAL 


Electron users (hi!) know 
that while they have a 
good BBC jr in many 
ways, they also have a 
machine frustratingly 
difficult to expand. Acorn 
presumably intended all 
along that puterists 
wishing to expand would 
naturally go for Big Bro', 
but that's not the way 
people think. 

That aside, companies 
(including, it must be 
said, Acron) have been 
quietly working on the 
not inconsiderable task of 
making the Electron even 
mildly expandable. Yea, 


even unto the point of a 
decent joystick. 

Digital sticks run not on 
the Acorn Electron. It's 
either Analogue or the 
keyboard. The range of 
Atari-compatible sticks 
(i.e. the best and the 
most) are or have been 
unavailable. Until — you 
guessed it — now. 

FBC Systems of Derbys 
(you know them as First 
Byte) have now produced 
a little interpretive bit of 
hardware that lets Wicos, 
Pro-Sticks, Spectra I Is, 
etc, all talk to Electrons. 
We guess it goes into The 


FUN GLOVE 


Surely the all-time prize for 
Input Device Gross-out 
must be given — no 
contenders — to CBS- 
Coleco, whose Super Action 
Hand Controllers are easily 
the most baroque widgets 
yet. 

They resemble the 
boxing-gloves of a robot: 
great metal and plastic 
gauntlets that almost 
enclose your fist. On top: 
keypad for Coleco game 


60 













w at th^olveroYpo"’^ t>aautitul 


AQUARIUS SWIM 
IN SPECTRUM 
WATERS WITH 
NEW PLOHER 




When Mattel's electronics division 
nosedived into the fertilizer last 
Christmas many folks assumed that 
was the end of both the Intellivsion 
games system and the budget 
Aquarius computer. 

But Aquarius lives! 16K RAM 
expansions and more software 
(including "small business" 
packages as well as the LOGO 
language) have yanked it back even 
as the lid of the tomb slammeth; 
today, it doesn't exactly sell in hosts, 
and probably never will, but the 
machine has now generated a series 
of tasty peripherals, all of which are 
Spectrum-compatible. The first of 
these to be revealed is the Aquarius 
4-colour printer/plotter. 

It's a buff-and-dark-blue slimline 
package about the size of a box of 50 
cigars. It takes the usual 40-column 
roll of paper (any paper, ZX owners), 
prints text and excellent graphics in 
(you guessed it) four colours, and 
possesses its own remarkably 
comprehensive character set. All of 


only; mixed text and graphics (with 
alternate character set); and graphics 
alone. And it can function in the 
normal way (albeit wasted) as a 
simple program lister (the LLIST 
command), text reproducer (via 
LPRINT); or you can invoke a couple 
of protocols and convert it to a 
plotter. 

A printer — possibly after a disc 
drive — is most people's choice of 
chief peripheral. Four-colour printer 
technology is now, in its upper 
tfeaches, a fine and expensive art; it 
was inevitable that before long 
someone would produce an example 
of the same technology to suit the 
"budget" end of the market. In the 
UK, this means Spectrum, and the 
fact that the Aquarius Printer/Plotter 
runs on Spectrum (via an RS232 
lead) must make it a serious choice. 


this can be generated by either an 
Aquarius computer or — and this is 
much more of a prospect —Sinclair 
Spectrums running Interface I. 

Connection with the host Aquarius 
is via a miniature-jack serial cable. 

On power-up (which must be done 
before switching on the computer), 
the printer gears up with a whinge or 
two, then raps out four filled circles, 
each in a different colour. The pens, 
by the way, are inserted and 
removed with fantastic ease, and are 
about the size of .22 bullets. By 
holding down the PAPER fascia 
button while switching on the 
Aquarius can be made to generate its 
complete character set in either 40-or 
80-column measure. The superb 
quality of the latter, highly- 
miniaturised print is breathtaking for 
a machine of this price. 

It operates in three modes: text 



DONGLE 


User Port, as it were. Its 
price is £24.95. 

Unhappily Acorn have 
also chosen this moment 
to unveil a range of 
Electron talk-throughs. 
For £59.00 said lucky 
Electron people can get 
yourselves tooled up 
with Plus-1, an all¬ 
purpose expansion box. 

All together in the unit 
are a centronics printer 
port, two ROM slots, and 
a single analogue joystick 
port. So you still have to 
use the First Byte 
converter if you want to 




















CONTINUED 
FROM 
PAGE 61 


We had to get this one in. 

If we had an award for the 
looniest widget of the 
month (perhaps we 
should?) this month's grand 
prix would surely go to 
makers of the great Atari 
400 Stick-on Rubber 
Keyboard. 

Actually, it works. The 
notorious flat keyboard of 
the 16K 400 (Atari's ugliest 
machine yet) is in fact pretty 
sensitive, and the rubber 
keyboard when stuck in 
place actually softens the 
tactile impact, though you 
still can't really touch type. 
And yes. Atari 400 owners 
might well go for it in huge 
crowds, practically beating 
in Filesixty's doors in their 
desire to get keyboarded 
up. 

What strikes us most, 
though, here at Big K, is the 
aesthetic ludicrousness of 
the thing. Rubber! (He^ve, 


spew.) Stick-on! (Tacky.) 

For the Atari 400! 
(Obsolescent if not 
obsolete.) NO, our sense of 
human dignity would 
simply not let us use this 
device for the purpose 
intended. 

It is when it is regarded as 
an ART object that this 
splendid piece of nonsense 
comes into its own. To add 
Pose Power to your motor, 
there's nothing like it. BIG K 
Art Editor Ian Stead found it 
a home affixed to the all- 
metal dash of his Cortina. 
There, it serves no practical 
function whatever, but 
hitch-hikers are awestruck 
and other motorists, 
assuming it to be the 
ultimate trip computer, ply 
Ian with questions. He is 
developing quite a good line 
of patter on the subject. 

Can we all have one, 
please? 


Newest to emerge in 
this field are Advanced 
Memory Systems, who 
offer a low-profile full- 
stroke conversion kit for 
£49.95. Among 
thoughtful upgrades to 
the Sinclair layout are the 
provision of a proper 
space bar and a 
dedicated numeric 
keypad. Word processing 
(a number of neglected 
packages for Spectrum 
actually exist) is now a 
real possibility — which 
naturally enhances the 
usefulness of other 
Spectrum peripherals, 
like disc drives and even 
microdrives. 

Advanced Memory 
seem to have a knack of 
.fingering certain small 
but rewarding areas of 
the market — you may 
remember them for a 
recent 3" Hitachi 
microfloppy drive they 
provided to fit Acorn's 
BBC-DOS. 


THIS SLIMLINE 
ISA 
TONIC 


Spectrum owners never 
tire of bitching about 
their keyboards and 
who's to blame them? 

For this reason there has 
always been a substantial 
amount of interest in 
conversions (upwards, of 
course). 


WONDER 



































































COMET 


AVAILABLE FROM COMPUTER DEALERS NATIONWIDE INCLUDING 
W.H. SMITH . JOHNMENZIES . WOOLWORTHS . GREENS . SPECTRUM 


You won't wait long when you order from us! 

Send to: MICRO SPEECH OFFER, P.O.BOX 1, GATESHEAD NE8 1AJ 
or telephone: NEWCASTLE (0632) 824683 

Please send me .MICRO SPEECH units. 


Name (Print clearly) . 


COMPLETE DETAILS ARE ON OUR LEAFLET 
PICK ONE UP FROM ANY STORE 


|C|U|R|RiA|H| 

IvISlPiElElCM ONLY 


£29.95 


I enclose Cheque/Postal Order payable to " Micro Speech Offer" 
or debit my Barclaycard/Access account No. f I I I I I I I I I I I I I 

1 understand that I can have my money back within 10 days of purchase if I am not delighted. 
Please allow 21 days for delivery. 12 months parts and labour guarantee. 

Signed. Ref [ } 


including p FREE SPEECH GAME "MYSTIC TOWER" 
p COMPREHENSIVE MANUAL 
ju DEMO CASSETTE 


EXPERIENCE THE DEVASTATING SOUND OF MICROSPEECH ON YOUR SPECTRUM 

jU EVERYONE FINDS IT FUN BECAUSE IT'S EASY TO USE 
(it says any word you want it to say) 

P EXCLUSIVE TECHNOLOGY MEANS ALL SOUND IS NOW PUT THROUGH YOUR TV 
P AND THE GAMES WITH SPEECH.SPEAK FOR THEMSELVES 


.ULTIMATE..Lunar Jetman.BUG BYTE..Birds and the Bees OCEAN..Mr Wimpy..Hunchback..Moon Alert.QUICKSILVA..Mined Out.. .. 

.ROMIK..3D Monster Chase..Shark Attack..Colour Clash.MARTECH..BIastermind MOGUL..Las Vegas Lady CRYSTAL..The Island. 

.DIGITAL FANTASIA..Mysterious Adventures (Parts 1-10).LYVERSOFT..Lunar Rescue.BRITANNIA..Grand Prix Driver.CDS.. Time Bomb.. 

.ARCADIA..Mushroom Mania PSS..Blade Alley.MR MICRO..Crazy Golf..Punchy..Harlequin DkTRONICS..Maziacs... 

(some of these games are new versions of original programs) 


AND THIS ISN'T THE END OF IT! 

NEW PROGRAMS FROM 
POSTERN 
VIRGIN 

SALAMANDER 

VISIONS 

INCENTIVE 

MIKROGEN 

SOFTEK 

ABBEX 

ANIROG 

AUTOMATA 

HEWSON CONSULTANTS 
RICHARD SHEPHERD 
SOFTWARE PROJECTS 
THOR 
FANTASY 
MICROMANIA 
M.CLOTHLORIEN 

WILL REAPPEARING SOON 












































_ SOFTWARE 

Bob Hamilton's best selling Spectrum game has been beautifully converted for the 
Commodore 64 by John White with many additional features fully utilising the extra capabHities o 
this machine. The Pyramid contains 120 chambers on 15 levels. In order to get from 
another you must fight off the indigenous aliens to collect an crystal which wiN 

neutralize the force field guarding the two exits. The Pyramid is defended by a total of 120 different 
beautifully animated aliens (more than any other video game in histoiyl), one for 
and each with a unique attack pattern. They manifest themselves in the rnost amazingly diverse 
and peculiar forms from the squirting soda syphons to the extra-terrestrial tweezers and a 
host of entities defying rational description. You will have great fun inventing your own nicknames 
You proceed to explore the Ffyramid from top to bottom with the difficulty increasing 
with the depth of level as the attack patterns get more complex and the aliens become 

intelligent. ,, 

Depending on the choice of exit from each 

chamber you are likely to have a ^ \ 

different game every time you play 
Apart from the challenge of 

trying to achieve the highest score . ^ 

possible the Pyramid contains a 

number puzzle to solve. The more ^ 

chambers you successfully visit the 

more information is gathered to ^ ■ 


iMdfi-M 




inovemer 


Sralore 


rsof 


ID'. 


For 

Commodore 

64 

and 48K 
Spectrum 


e/iKiTACV crkPTUlARE is avail^SIPItJ^BPIMITRKrJORWTOENZIES, BOOTS, LASKYS, GREENS, 
RUMBELOWS, SPECTRUM^^UP and all other good software retailers. 

The Pyramid at £6.50 for Commodore 64K and at £5.50 for the Spectrum 48K fr®"™ 

PAMTAW <:nFr\)f/APF FAl JCONBERG LODGE 27A ST GEORGES ROAD, CHELTENHAM, GLOS GL50 3DT 
despatthld^ return first class post together with free membership and current newsletter of the Fantasy Micro Club.^ 
^ Trade enouiries welcome-telephone 0242-583661. 





DUCKWORTH 
HOME COMPUTING 

a new series 

All books written by Peter Gerrard, former editor of Commodore Computing 
International, author of two top-selling adventure games for the Commodore 
64, or by Kevin Bergin. Both are regular contributors to Personal Computer 
News, Which Micro? and Software Review. 

EXPLORING ADVENTURES 

A complete look at the fabulous world of Adventure Games for your computer. 
Starting with an introduction to adventures, and their early history, it takes you 
gently through the basic programming necessary before you can start writing 
your own games. Inputting information, room mapping, movement, vocabulary, 
and everything required to write an adventure game are explored in detail. 
There follow a number of adventure scenarios, just to get started, and finally 
three complete listings written especially for your machine, which will send 
you off into wonderful worlds where almost anything can happen. The three 
games listed in each book are available on one cassette at £7.95. The complete 
gmde to adventure games: playing, writing and solving them. Peter Gerrard is 
the author of Romik’s two top-selling adventure games - Fools Gold and Tomb 
of Xeiops: 


EXPLORING ADVENTURES ON THE COMMODORE 64 £6 95 

EXPLORING ADVENTURES ON THE VIC * £6.95 

‘Two of the games require 16K expansion and the third 32K 
EXPLORING ADVENTURES ON THE SPECTRUM 48K £6.95 

EXPLORING ADVENTURES ON THE ORIC 48K £6.95 

EXPLORING ADVENTURES ON THE DRAGON £6.95 

EXPLORING ADVENTURES ON THE BBC Model B £6.95 

EXPLORING ADVENTURES ON THE ELECTRON £6.95 


Other titles in the series include Using the Commodore 64, The Beginner’s 
Guide to Computers and Computing, Sprites & Sound on the 64,12 Simple 
Electronic Projects for the VIC, Will You Still Love Me When I'm 64, 
Advanced Basic & Machine Code Programming on the VIC, Advanced Basic 
& Machine Code Programming on the 64, as well as Pocket Handbooks for 
the VIC, 64, Dragon and BBC Model B. 

Write in for a descriptive leaflet (with details of cassettes). 



DUCKWORTH 

The Old Piano Factory, 43 Gloucester Crescent, London NWl 7DY 
Tel: 01-485 3484 


WMm~ WMm 

mvm mvm 

THE 

MICRO WORKSHOP 

MICRO COMPUTER 
SPECIALISTS 

(Spectrum Group Member) 

Software and hardware over the counter for Sin¬ 
clair Spectrum, ZX-81, BBC, Vic-20, CBM-64, 
Memotech, Atari, Adam, etc. 

* COMPUTERS * RAMPACKS 

* JOYSTICKS * BOOKS 

* KEYBOARDS * DISCS 

* TAPES * LIGHT PENS 

* COMPONENTS * 

Business/Serious Programs available 
Located directly opposite Epsom Main Line 
Station. Visit us or ring for friendly service. See 
and try before you buy. 

Overseas/Export orders welcome 

12 STATION APPROACH 
EPSOM, SURREY 
EPSOM 21533 



NOW AVAILABLE FOR 
^ commodore 


0 GAMES ON ONE CASSETTE 

. . DRAGON OOBaib Spectrum ||cipple ATARI ORIC-l ZXBI. VlOQO 


tell you everything 
about the 50 games on 
CASSETTE - 50 but they include 
many types such as maze, arcade. 


EXPRESS DELIVERY- 
ORDER NOW 


Please send me by return of post. Cassette 50 at £ 9.95 
per tape. I enclose a cheque/postal order for 

made payable to 
Cascade Games Ltd. 


missile, tactical and logic games, 
to suit most tastes in computer 
game playing. 

CASSETTE - 50 will appeal to 
people of all ages and the games 
will provide many hours of 
entertainment for all the family at 
a fraction of the cost of other 
computer games. 


Name _ 
Address 


Post Code 


Country 


I Dealers & Stockists enquiries welcome. 


Please debit 
my S No. 

SPECTRUM 
COMMODORE 64 

8 ^ 11 ^ Cascade Games Ltd., 

Suite 4, 1-3 Haywra Crescent, Harrogate, 
GOSCOCiC North Yorkshire, HG1 5BG. England, 
p a»p a Telephone: (0423) 504526. , 

m O mam BK8/o4J 


B 


] oRic-ir 

] zx 81 r 

1 VIC 20 r 

1 applet 

J DRAGONL 

J ATARI L 

J BBC a/bL 

] [ 






























































What's this? A computer game that requires a pencil and paper? 
Your mind will BOGGLE! What is more, two can play. Just 
check the letters on the screen and make up as many words as 
you can from them within the time limit—the more letters in 
your words the more you score. So type in this up to the 
iTioment version of e femily fevourite end put your brein cells 
into high gear. Full instructions are given in the program. 


6; WORK 


i.l,UINCHE5TE 


1 SK ? GO*5U& 'TflRND CHR^ * 

•=; E£RN0 .! K. UMK'S IsOSUB 

IgTftN 

3 POKE 16516., 11 y 
4. POKE 16518.91 

5 POKE 16539,117 

6 LET ■5X0 = 16534- 

7 LET RET = i6514- 

8 GO-oUB 700 

9 PRI NT RT 3,11 ; 

le PRINT ST IS.i; 

S WHILE ftS I MOST-., 

OLfT THE BOARD ■■ 

11 PRINT RT 14-., 1; "THE SCREEN W 
ILL GO BLANK FOR"TAB 6.; "ABOUT 
HALF A MINUTE” 
l-£ PRINT AT 18,7.; "S 
.TAB 7.: "li BV 
R li".,TAB 7.; 

14- FOR P = 1 TO 300 
15 NEXT P 

17 CL3 

18 FAST 

19 FOR P=0 TO 20 

20 PRINT AT P.,0; 

30 PRINT AT P..5.:"3 
4-0 PRINT AT P., 10.; 

50 PRINT AT P., 15.; 

55 PRINT AT P..20; 

60 NEXT P 

62 PRINT AT 1..22.; 

63 PRINT TAB 22.; "| 

64- PRINT TAB 22.: 

65 PRINT TAB 22.; 

66 PRINT TAB 22.: 

67 PRINT TAB 22.; 

68 PRINT T AB 22!: "I 
70 LET P$ = "l 

^^80 PRINT AT 0 , 0 ; PS; AT s., 0.;PS;R 

i00 DIM ©i 

10S LET l i> =**YPEHIE*’ 

107 Lex ftSlia) ="L.UKEYG" 

109 LET P* (3) =**SRHOMR‘* 

111 LET C4.> ="GURILU” 

113 LET R$ C5) =‘*TUSEPL*' 

114. LET R$l(©) =“ROMRHS“ 

IIS LET R$ 17) =**YLTBRI** 

117 LET R$ (©) ='*NEDRUZ** 

119 LET R$ l9) =*'RMOO%JB’' 

121 LET R$ (10J ="RCLSRE*' 

123 LET R$i Cll> =:**DONUTK’* 

125 LET R$C12>="PIROBX“ 

126 LET Y=4.1 

127 LET (13)="OONESW' 

129 LET R$ (14.) =”INEGUT" 

131 LET R$ (15) =s*'TOCRRI** 

132 LET R$ (16) =:**MCDPRE** 

134. DIM D$(16) 

135 LET X=2 

136 LET Y=4.2 
14-0 DIM 0(16.. 2) 

14.2 POR P = 1 TO 16 

14.3 LET CP) 

14.4. NEXT P 

14.5 POR D = 1 TO 16 

14.6 LET R = I^^r CRND^16)-H 

14S IP D^CR) =••!•• THEN OOTO 14-6 

150 LET C$(D)=:STR$ R 

151 LET DS(R) 

152 NEXT D 

200 POR P=:l TO 16 

210 LET R$::=R$(URL C^CP/l TO 2) > 
INT (RND«6)+1) 

215 IP Rj^=**0" THEN PRINT RT 23- 
y/2..X/2+2.: ••U** 

260 LET R=:76B0r|.S»CODE R$ 

270 POR C*R TO R-l-7 
260 LET B==PEEK C 

290 IP Cy2=:INT 02 THEN LET Y=::Y 
~1 

300 POR N=1 TO S 

310 LET B=2^^ (B-256*INT CBy256) ) 

320 IP B>=256 THEN PLOT X+N-1.,Y 
330 NEXT N 
360 NEXT C 
4.00 LET X=X-)^1© 


byJ. 
WINCHESTER 
for 
ZX81 


4.1© LET V=V*f6 
4.15 IP X>4.0 THEN LET Y=Y-10 
4.20 IP X>4.0 THEN LET X=2 
4.5© NEXT P 
451 SLOU 

50© LET KO=USR STO 

505 POR P=1 TO 64 

510 POR 0=1 TO 43 

515 NEXT O 

520 PLOT 54^*9*5IN (Py32«^PX) .. 1© + 

9»COS (Py32»PI) 

540 NEXT P 
550 CLS 

560 PRINT RT 4^6;* 

■■■i'\;TRB 6;" ■ 

570 PRINT TRB ©; “ 

■■i*\:TRB 6; " ■ I 

56© PRINT TRB 6:" 


590 PRINT .. ll.:* "S B BBl 

.;TRB 11.; '« mm S*' 

S30 PRINT TRS IX, S 

RB 11: “B m . 

61© PRINT TRB 11/ ''' BatalA 

62© POR f) = l TO 175 

630 NEXT P 

64© LET KO=USR RET 

65© PRINT RT 1©/22; ‘PRESS RNY 



































TRB 22,; "KEY TO";T«B 22;"RESTHH1 
to55 IF INKEY*="" THEN GOTO 655 
656 FAST 
660 =^C-TO 3.6 

700 PRINT RT 6 I 3.0; "B O G G L. E" 

70b print rt s;, 7.; "( instructions 

? 

710 INPUT sa 
720 C1_S 

730 IF S$ = ‘N" THEN RETURN 
735 PRINT “BOGGLE IS FOR 2 OR M 
ORE PEOPLE.” 

74.0 PRINT "I WILL PRINT UP R 4. 
3Y 4- GRIO OF*' 

“ 74.5 PRINT "LETTERS. YOU HfiUE R 
TIME LIHIT" 

750 PRINT *' (SHOUN BY THE CLOCK) 
IN U.HICH" 

755 PRINT "YOU HUST FIND RS MRN 
y HIDDEN “ 

7sO PRINT "UORD5 RS YOU CRN 
INIMUM OF 3“ 

765 PRINT *■ LETTERS.> . THE LETT 
ERSHUST" 

770 P'RINT oc TOUCHING EfiCH OTH 
ER ON THE" 

775 PRINT "SORRD. EG TO GET ""H 


;llo* 

7S0 


THE 
PRINT 


H* 


.. BELOU., OR 


HUST EITHER BE RBOUE 


THE NEXT L ftMMftM BE 
RS BEFORE, NOR CRN R 


"BESIDE THE E {R DIRGO 
L-INK UP“ 

r^llMILRRLY*'"® 

rlthough'^the"'"'^ 

605 PRINT "L NEED NOT LINK UXTH 
THE H . ** 

610 PRINT 
THE 5RHE L 
SIS PRINT 
NY LETTERS" 

617 PRINT "BE REPERTED" 

"IN THE SRHE WORD UNL 

THEY 

"GENUINELY RPPERR TUI 
CE. FINRLLY" 

83© PRINT "THE O HUST LINK UITH 
THE L" 

835 PRINT "TO GIVE ""HELLO"".*' 

836 PRINT RT 21,0;"PRESS R KEY 
TO GO ON" 

837 IF INKE^^^ = "" THEN GOTO 837 

838 CLs 

‘^NEN your TIME IS PI 

_B4.5 .RRINT "WILL LET YOU KNOW) , 
LRCH PLRYER" 

"RERDS RLOUD THE WORD 
3 HE""5 GOT." 

£25^1 gny one else also 

HRo THAT 

-,0®® "WORD THEN EVERYONE C 

ROSSES THAT" 

^SSS PRINT "UORD FROH THEIR LIST 

870 PRINT 
ELSE HRS" 

S7S PRINT "ALSO GOT THAT PLAYER 
RECIEVES R" 

830 PRINT 


■FOR ANY WORD NC^OOY 


SG0 

PRINT 

TRB 

3; *‘3 

^4. kETTERS 

= 1 

G00 

PRINT 

TRB 

3.; "5 

BETTERS 

— 2 

1000 

PRINT 

T hB 

*^5 

L.ETTERS 

=3 

1005 

PRINT 

TRB 

3; "7 

L.ETTER5 

=5 

1010 

1 ’* 

PRINT 

TRB 

3;"S+LETTERS 

= 1 

1050 

□hrds 

RRE** 

"U‘5L 

‘REL.V 

AT LEAST 4 

B 


nIr^hrving" 

io60^RRINT"THE LARGEST TOTAL OF 

1070 PRINT "THE END." 

1080 PRINT "PS. R O COUNTS RS R 
9U AND RS" 

1020 PRINT "2 LETTERS IF INCLUDE 
D IN R WORD" 

PRIHT PT 20 . : “PRH3S R KEY 

10 P1_.RV T.HE 

110 s IF IMKEV$=““ THEN GOTO 110E 
1110 CES 
1120 RETURN 


10BPRI^4T RT 10,1; "PLEASE WRIT 
R WHILE RS I MUST",,,TRB 6;"WORK 
OUT THE BOARD" 

14,1; "THE SCREEN W 

14- FOR P=1 TO :u«,.,uuL—«uu«t 

15 NEXT P 

IT Cl_S 

10 FRST 

IG FOR P-o TO 20 

'c£0 PRINl RT P.©:‘*^v‘ 

30 pII-TKIT* iZiT' n- »—. • 


R 


PKXN t HI X0 ; "i 

5© PRINT RT P^ 15; ”1 

rrc r-ir>TrKf-r- r->-r- r-> - •»? 


600BPRINT TRB 11; "■ ■ ■■■" - t 

PB 11; "B B B" 

SIO PRINT TAB 11;" ■" 

620 FOR P=1 TO 175 

630 NEXT P 

640 LET KO=USR RET 

.GT 10,22; "PRESS ANY" .; 

. RB iic. . KEv TD ;TP.B 22 ; "RESTRRT*' 
XNKtiV$=‘“ THEM GOTO ESS 
t>St> FRST 


































RICHARD TAYLOR’S PAGE 


SINCLAIR'S ADVERTIS¬ 
ING blurb proudly pro¬ 
claims the Spectrum as a 
High Resolution Micro 
offering a definition of 256 
X 192. Even the small print 
doesn't tell you that you 
can only PRINT in a rigidly 
defined grid of 32 x 22 
character squares. 

Okay, so you can use 
Plot to produce static pic¬ 
tures with the full resolu¬ 
tion — but that's what they 
are, STATIC and uninter¬ 
esting, at least from a 
games viewpoint. As for 
the alternatives. Well, 
what alternatives? You 
could conceivably con¬ 
struct the characters by 
plotting certain adjacent 
pixels on the screen but 
that is appallingly slow. 
You could of course for¬ 
get that you've got a high 
resolution machine alto¬ 
gether and opt for low 
resolution character 
movement in any games 
you write and watch char¬ 
acters make enormous 
great jumps as they are 
transported around the 
screen. {A lot of very good, 
mainly BASIC, games 
have been written in this 
way). Mind you, if you for¬ 
get about the High-Res 
you might as well forget 
all about colour, sound 
and all the rest of \Jr\e 
associated paraphernalia 
and replace your Spec- 
-trum with a slightly less 
graphically advanced 
system — perhaps a ZX80 
and a prehistoric telly! 

Fortunately the prob¬ 
lem is not insurmounta¬ 
ble and can be solved with 
a short program although 
it does require us to dab¬ 
ble in that dreaded lan¬ 
guage, machine code. A 
short machine code pro¬ 
gram to perform such a 
task is shown in Listing 1. 
The machine code is 
tucked away above RAM- 
TOP well away from the 


danger of overwriting by 
BASIC. Since the address 
of RAMTOP differs on the 
16K machine from the 48K 
it is necessary to have two 
versions of the program; 
one for each memory size. 
If you own a 16K com¬ 
puter then type In listing 2 
rather than the first list¬ 
ing. All the program does 
is to poke the machine 
code Into memory. When 
you've finished keyboard 
bashing you're ready to 
RUN it. The program 
Incorporates a checksum 
to verify the accuracy of 
the data, so If you've made 
a mistake it will tell you so 
and give you an idea of 
where to look for it. Once 
the program has success¬ 
fully RUN you can save 
your machine code on 
tape using the commands 
below: 

For 48K owners — SAVE 
"Hires Prnt" CODE 

65116.252 

For 16K owners — SAVE 
"Hires Prnt" CODE 

32348.252 

You can reload the pro¬ 
gram at any time by using: 
For 48K owners — CLEAR 
65115. LOAD ""CODE 
For 16K owners — CLEAR 
32347: LOAD ""CODE 

It's a good idea to save 
and verify a couple of 
times in case any devas¬ 
tating calamity should 
befall your first recording. 
All that the machine code 
does Is the equivalent of 
poking a character onto 
the screen but at a much 
more respectable rate 
than BASIC can ever hope 
to do. The machine code 
also has to do a bit of fid¬ 
dling about with binary 
numbers when a graphic 
straddles two or more 
character squares. 

To print a character 
using this routine requires 
3 pokes followed by a 
machine code USR call. 


not surprisingly. The 
locations which are poked 
differs between the two 
versions of the program 
so remember to type in 
the right ones or you could 
find your machine crash¬ 
ing on you. The first loca¬ 
tion defines the x co¬ 
ordinate of the position 
where you want the char¬ 
acter you wish to print. To 
save any hassle with 
pokes and USR state¬ 
ments it's a good idea to 
have a small general pur¬ 
pose subroutine which 
you can call whenever you 
want to print a Hi-Res 
character. Such a subrou¬ 
tine is listed below: 

For 16K Machines: 

9900 POKE 32350,CODE 
a$ 

9910 POKE 32348,x: 

POKE 32349,y 

9920 RANDOMIZE USR 

32351 

9930 RETURN 

For48K Machines: 

9900 POKE 65118,CODE 
a$ 

9910 POKE 65116,x: 

POKE 65117,y 

9920 RANDOMIZE USR 

65119 

9930 RETURN 


When the subroutine is 
called, using 'GO SUB 
9900', the variables a$, x 
and y must hold certain 
parameters. A$ holds the 
character that is to be 
printed. The program 
allows you to print any of 
the basic character set 
(with codes 32-127) plus 
user definable characters 
(with codes 144-164) but 
you're not allowed to print 
tokens or the graphics 
characters available on 
the top row of the key¬ 
board when in graphics 
mode. 

X holds the x co-ordi¬ 


nate (0-255) position of the 
top left hand corner of the 
character to be printed 
while y, quite predictably, 
holds the y co-ordinate (0- 
175) of that point. Note 
that, unlike PLOT and CIR¬ 
CLE etc. the y co-ordinate 
is numbered from the top 
rather than from the bot¬ 
tom of the screen so that 
(0,0) is at the top left rather 
than at the bottom left 
hand corner of the screen. 
So for instance 'LET 
a$="A": LETx=128: LET 
y = 88: GOSUB 9900' 
prints the letter A slap 
bang in the middle of the 
screen. Try it and see. The 
below listing: 

10LETy=88 
20 FORa = 1 TO 255 
30 LETx=a-1: LETa$=" 

": REM Space 
40 GOSUB 9900 
50 LETx=a : LETa$="0" 
60 GOSUB 9900 
70 NEXT a 
80 STOP 

9900 (The Hi-Res Printing 
routine) 

will smoothly move the 
letter 0 across the screen 
from left to right. Notice 
that before a new 'O' can 
be printed the old one has 
to be erased by overprint¬ 
ing it with a space. That 
awful flicker is a result of 
the fact that the 'O' is 
completely absent from 
the screen for a short 
period just after the old 
version has been over¬ 
printed. In a later article I 
will explain how to over¬ 
come this problem (to a 
large extent). If you add 
'STEP 2' to the end of line 
20 then the movement will 
be much faster although 
not quite as smooth. You 
can arrange the x and y 
co-ordinates so that the 
movement is a little more 
Interesting. You can use 
some of the computer's 
trig and other mathemat¬ 
ical functions to produce 
































HI-RES ANIMATION ROUTINES FOR ZX SPECTRUM 


some fascinating move¬ 
ment patterns. An 
example is given in the 
following listing: 
10LETx=128: LETy=88 
20 FORz=OTO 359 
30 LEToldx=x: LET 
oldy=y 

40 LET r=87*SIN 
(10iz/180}kPI) 

50 LET xx=128+riCOS 
(z/180)l:PI) 

60 LET yy=88+riSIN 
(z/180*PI) 

70 LETx=oldx: LET 
y=oldy: LET a$='' 

REM Space 
80 GOSUB 9900 
90 LET x=xx: LET y=yy: 
LET a$='^0'' 

100 GOSUB 9900 
IIONEXTz 
120 STOP 

9900 (Hi-res Printing 
routine) 


Listing 3 illustrates 
another aspect of move¬ 
ment — acceleration and 
deceleration. You can 
move a dot around the 
screen using the cursor 
keys. Upon pressing key 
'm' the 0, initially posi¬ 
tioned at the screen's 
centre, moves towards the 
dot. Its velocity is not con¬ 
stant; as the O nears the 
dot its speed gradually 
decreases. The hard work 
of the program is done by 
lines 1000 and 1010 which 
basically work out what 
one tenth of the distance 
Is between the dot and the 
'O' and moves the 'O' that 
distance towards the dot. 
As the 'O' nears the dot 
the jumps gradually get 
smaller so that the 'O' 
moves more slowly. 


Listing 3s 


Take particular care in typing 
in these listings, particularly 
the M/C bits in the data sections. 


10 LET xc=65116: REM 32348 -for 16K 
20 LET yc=xc+lj LET char*xc'F2 
30 LET mc*xc+3 

40 LET dx-12B: LET dy=888 60 SUB 2000 
50 LET px=1288 LET py=88s PLOT px,py 
60 LET «^«INKEY^ 

70 IF THEN GO TO 60 

80 IF OR a$»"M“ THEN GO SUB 50 

0 

90 LET oldxacpxs LET oldy^pys IF aia»”5 
" THEN LET px=px--<px >0) 

100 IF a^»''7” THEN LET py=py+(py< 175) 
110 IF aC="6“ THEN LET py=*py--(py >0) 

120 IF a^*"8'‘ THEN LET px=px+(px<255) 
130 PLOT OVER l;oldx,oldy 
140 PLOT px,py 
150 GO TO 60 

500 LET apx*px-4: IF apx<0 THEN LET ap 
x«0 

510 LET apy»py+4i IF apy>175 THEN LET 
apy=175 

1000 LET dx=dx-Kapx-dx ) /10 
1010 LET dy=dy4-(apy~dy) /10 
1020 LET adx=INT (dx+.5) 

1030 LET ady=*INT (dy+.5) 

1040 GO SUB 2000 

1050 IF apx^adx AND apy«ady THEN RETURN 
1060 GO TO lOOO 

2000 POKE Char, CODE " : REM Space 

2010 PRINT ;i RANDOMIZE USR me 
2020 POKE xc,dxr POKE yc,175-dy 
2030 POKEChar,CODE "O" 

2040 RANDOMISE USR me 
2050 RETURN 


Listin© 1; 


10 REM Hi-res Printing Routine 
20 REM By Richard Taylor 
30 REM 

40 CLERR 65115 
50 LET a«65116 
70 FOR l»l TO 4 
00 LET t«0J RERD v,a0 
90 IF LEN a*>'2<>INT <C LEH 
THEN GO TO 200 

100 FOR c«l TO LEN a* STEP 2 
110 LET x-CODE c >-48-74c<: c 

> 

120 LET y«CODE JL0C c+1 >-48-7:f:':: a* 
(c-Fl > 

130 POKE a.l6:t:x‘ty 
140 LET t«t+163|Jx+y 
150 LET a«a+l 
160 NEXT c 

180 IF vOt THEN GO TO 280 
190 NEXT 1: PRINT “Data OK - no 
M SRVE“: STOP 

200 PRINT “ERROR in line “ ; 9904^ 
\t\Q 

210 STOP 

1000 DRTR 8322, “0000O0FDCB76863R 
5EFEFE20DeFE803006ED5B365C180RD6 
90D8FE15D0ED5B7B5C6F260029292919 
EBED4B5CFE78FEB0D0CDB122C4E4FE3fi 
5DFE473EB090FE08" 

1010 DRTR 6484, “38023E0847C:5f:CT>3 
FEFDCB764620061R772313181E1RDD44 
0E00CB27CB1110FR47DD7DR6B1771323 
7DE61F2806DD7D2FR6B0772B247CE607 
200R7DC6206F3F9F '* 

1020 DRTR 8907,“E6F88467C110BEi::9 
FDCB76C64F3E0891DD67473EFFCB2710 
FCDD6FC9E57C0F0F0FE603F65867D5ED 
5B8F5C7ERBR2RBFDCB57762808E6C7CB 
572002EE38FDCB57“ 

1030 DRTR 7461,”662808E6F8CB6F20 
02EE0777FDCB76462827237DE61F2e21 
7ERBR2RBFDCB57762808E6C7CB572002 
EE38FDCB57662808E6F8CBeF2002EE07 
77D1E1C9" 




Listing 


10 REM Hi-res Printing Routine 
20 REM By Richard Taylor 
30 REV} 

40 CLERR 3234? 

50 LET a=32348 
70 FOR l*»l TO 4 
80 LET t«0: RERD v,a* 

:90 IF LEN a*/2<>INT < LEN a*/2> 
THEN GO TO 200 

100 FOR c»l TO LEN a^ STEP 2 
110 LET x*CODE a*<c>-48-7*<a*<c 
>>=“R“> 

120 LET y»CODE a*<c+l >-48-7*<:a$ 
<c+l>>=“R“> 

130 POKE a,164.x-i-y 
140 LET t«t-Fl6i#cx+y 
150 LET a«a+l 
160 NEXT c 

180 IF vOt THEN GO TO 200 
190 NEXT 1: PRINT “Data OK - No 
M SRVE": STOP 

200 PRINT “ERROR in line “;990+ 
i:*;l0 

210 STOP 

1000 DRTR 7810,“000000FDCB76863R 
5E7ErE20D8FE803006ED5B365C180RD6 
90D8FE15D0ED5B7B5C6F260029292919 
EBED4B5C7E78FEB0D0CDB122C4E47E3R 
5D7E473EB090FE08" 

1010 DRTR 6356,“38023E0847C5CDF8 
7EFDCB764620061R772313181E1RDD44 
0E00CB27CB1110FR47DD7DR6B1771323 
7DE61F2806DD7D2FR6B0772B247CE607 
2O0R7DC6206F3F9F“ 

1020 DRTR 8907,“E6F88467C110BEC9 
FDCB76C64F3E0891DD67473EFFCB2710 
FCDD6FC9E57C0F0F0FE603F65867D5ED 
5B8F5C7EflBR2RBFDCB57762800E6C7CB 
572002EE:38FDCB57 “ 

1030 DRTR 7461,“662808E6F8CB6F20 
02EE07 77FDCB76462827237DE61F2821 
7ERBR2RBFDCB57762808E6C7CB572002 
EE3BFDCB57662008E6F8CB6F2002EE07 
77D1E1C9" 



"sflrone/lVann, 


it again? 


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\ sector. 


then 


CL= ' 
1200 CL5 : 

1 INK 6 ; " 
1500 X F g ;= 
00 * ‘ 
1510 FOR n= 
PRINT hT 
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15^0 FOR n=€ 

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TO 1 3--5P 6^f 

RESTOPS 5£,jj , „ 


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55 print ink p;_ .■ 

PRINT lE'v’pI^ i-; ^ print CHP.$ 1 

151." ^0- 

r. ,IHT npa. t 

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LET fa= 

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.05-. IF '•<1 then go 


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100 LET 3*fCHR$ 14.6 
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s"i48Ni:;S=CHR$ 14J! 

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ET~li=7:^ff T?7, ■ PET ,.=2 

1030 PRimt ■ 33 

^ LAME OvEP" ^LRo 

„X' •■PRESS RNY kIy'|^xp’'K fii BLRSH 


Q — left W — right SYMBOL SHIFT—jump 









































"When^KHive seenall 
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PAINTBOXJsgl 


TV Effects machines such as QuanteTs 
Paintbox and Mirage are as far above com- 
mon-or~garden home micros as a Lam¬ 
borghini is to a dustcart. It seems there is 
literally nothing these devices can't achieve 
by way of graphics and image manipula¬ 
tion. They are truly the State of the Art. But 
which art? KIM ALOIS reports. 


THREE O'CLOCK in the 
morning and the phone was 
ringing. I crawled out of bed 
and fell over the cat. This had 
better be good. It was Big K. 
They needed information — 
fast. Subject — computer¬ 
ised special effects in film 
and video. I poured myself a 
coffee and thought carefully. 
This was going to be a tough 
one. Reaching into a drawer 
I pulled out my book of con¬ 
tacts and came up with two 
names. The Moving Picture 
Company, one of London's 
biggest video companies 
who also had a large film 
special effects unit; and The 
Digital Picture Company who 
specialise in solid computer 
graphics. State of the art 
stuff, this, hyias going to be 
good. -i#' 

First stop was The Moving 
Picture Company where I met 
Maggie Allison, the produc¬ 
tion manager. 


MOTION CONTROL 


We approached a small 
black door at the end of a 
dimly lit corridor. 'This is 

Motion Control'Maggie said. 

We walked in and were con¬ 
fronted by something that 
looked like Stevenson's 
Rocket left in the clutches of 
a berserk chimp with a Mec¬ 
cano set. 

'Hello' it said. I retrieved my 
jaw from the floor and pushed 
it firmly back onto the bottom 
of my face. Obviously the 
situation needed reassess¬ 
ing. Then a small ginger head 

poked through a massive 
tangle of wires like an orange 
on a plate of spaghetti. 'Hi' 
said the head. 'This is Peter 
Trucker said Maggie, 'he's in 
charge here'. Maggie asked 
Pete for a demonstration and 
he walked over to the control 
desk. Hands flew across the 
keyboard, producing a totally 
incomprehensible array of 


"ti. 


figures on the plasma dis¬ 
play. Suddenly, with no 
warning, the beast flew along 
its tracks, a camera on the 
front gyrating crazily. Pete 
pointed to a monitor screen 
above the control desk and 
we watched a spaceship hy 
in from the distance, do a vic¬ 
tory roll and then disappear 
out of the top of the screen. A 
quick glance down the end of 
the studio revealed that the 
spaceship was in fact a 
model, the impression of 
movement being given solely 
by movement of the camera 
on the Rig. 

So what is Motion Control? 
Remember Star Wars? All 
those X-Wing fighters and Ty- 
fighters in eternal conflict? 
They were all models filmed 
on a Motion Control rig, simi¬ 
lar to this one, in the States. 
Essentially it's a robot cam¬ 
era which can move in ways 
that would make the average 
cameraman go green. 

Basically this rig is a large 
aluminium framework with a 
movie camera on the front. 
Within this framework is a 
mass of pulleys, cogs and 
motors all dedicated to mov¬ 
ing and focussing the cam¬ 
era. Mini angle stepper 
motors are used for move¬ 
ment, each pulse generating 
2.5 degrees of movement, 
which means that bythetime 
they've been geared down 
very fine positioning can be 
achieved. 

All this is controlled by the 
computer. A twin Z80 IMC 
(International Motion Con¬ 
trol), purpose built for this 
type of application. Big 
enough for Pete to use as a 
work desk, it drives twelve 
motor control boards which 
in turn pulse the steppers on 
the Rig. Simple innit? 

The ability to repeat moves 
accurately is one of the big¬ 
gest advantages of the 
system. One of the most 
complicated jobs Pete worked 




on was the title sequence for 
BBC's 'The Natural World'. 
Six discs fly into the picture 
one after the other and hover 
on top of each other. Once 
they're all in position a globe 
wipes up and over them, the 
edges of the discs forming the 
latitude lines. Each disc was 
filmed separately flying into 
frame. Just as one might 
expect the computer has all 
sorts of tricks up its sleeve. 
Programming in basic moves 
is fairly simple once you get 
used to the way the thing 
works, but hidden in the 
depths of the machine are all 
sorts of routines for different 
effects. For instance you can 
have the camera do a time 
exposure on each frame and 
at a preset moment, say half¬ 
way through exposure, make 
the Rig move. The result on 


filmjs''a moving object with a 
streaked 'tail' behind it. The 
length of the tail can be var¬ 
ied during the shoot so that 
it's made to 'catch up' with 
the model. 

The Moving Picture Com¬ 
pany rig is unique, built from 
scratch on the premises. As 
Pete put it, 'We thought, whart 
the hell, we can do it better 
than anyone else — so we 
bought lathes and milling 
machines and did it our- 
selves'x 


THE THING about most 
systems is that they need a 
trained operator to make 
them any more than an 
impressive piece of useless 
junk. Quantel's Paintbox, on 


















Not just TVFX, but 
you r actua I Artshow 
stuff as well. The 
series of Caves was 
shown using Quan- 
tie's Paintbox — 
from the end — user 
point of view, a for¬ 
mica tablet and a 
scruffy old bit of 
pencil — then 
coloured and over- 
layed to form a 
showpiece cata¬ 
logue cover (left). 
Total of instantly 
accessible shades: 
a lousy sixteen. But 
mix'em together as 
if they were paint 
and this number 
exponents uphill to 
a call 30 million. Roll 
over imagitte! 

Access time for 
any one image 
using Paintbox is 
1.5 seconds. How¬ 
ever frames can be 
stored on film or 
video tape and then 
run as fast as you 
like. 


‘.filMtWIlit ^ OLViim • 


name, got it wrong and tried 
again. Time to let an expert 
take over. That's where Anne 
Tilby, one of The Moving Pic¬ 
ture Company's designers, 
came in. I'd given her a few 
pictures of myself to play 
around with on Paintbox. 
Something I might come to 
regret. I watched as she 
started work. Oh my God!! 

The whole concept of 
Paintbox keeps all the com¬ 
plex workings completely 
hidden from the user. He 
doesn't even need a key¬ 
board. The piece of formica 
is in fact a digitising tablet, 
the pencil a stylus and under¬ 
neath is hidden a complex 


the other hand, has been 
designed so that a complete 
technical moron can get 
results at a first sitting. 

I switched into Complete 
Technical Moron mode and 
sat down at Paintbox. A video 
monitor, a piece of formica 
and a pencil on the end of a 
wire lay in front of me. I picked 
up the pencil and tried writ¬ 
ing with it. 'It's broken' I cried. 
A savage backhander caught 
me from behind. 'Look at the 
screen, idiot' screamed Mag¬ 
gie. Was she tiring of me so 
soon? I looked at the screen 
and there, sure enough, was 
a faithful reproduction of my 
scrawl. I tried writing my 


comes the good bit. Paint a 
blob of colour on the mixing 
area, pick up another colour 
and mix it into the first one to 
get another colour. Grand 
total of colours available: 
sixteen million! Van Gogh eat 
ya heart out.. . 

Obviously all of this would 
be totally useless if created 
images couldn't be kept. 
Images can be saved to disc, 
both complete images and 
cutouts, and called back in an 
instant. Acccess time for one 
image is 1.5 seconds. Pretty 


system for drawing anything 
producable with traditional 
drawing materials, and more, 
but electronically. 

Using the system is sim¬ 
plicity itself. Draw with the 
stylus on the digitising tablet 
and the result comes up on 
the monitor. But there's more 
to itthan that. Wipe the stylus 
across the screen and the 
pallette appears, a grid con¬ 
taining thirty predefined 
colours and a row of various 
sizes. Touch the stylus on a 
colour and the stylus 'picks 
up' the colour. Touch one of 
the dots to select your brush 
size and away you go. Then 





































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. . . GOLDILOCKS |—, 

I can read sentences \ _| 

. . 5 LITTLE DUCKS j—. 

I can count | | 

. . 9 CURRENT BUNS ,—. 

I can do sums |_1 

. . THE ENORMOUS TURNIP .—. 

I can build words \ \ 

. . HANSEL AND GRETEL j—. 

I can spell |_1 

..MR MAC’S DAY |—. 

I can tell the time 1_| 

. . THE MAGIC SHOP ,—. 

I can use mone)r 1_| 

All programs only £9.95 inc VAT each. FREE POST AND 
PACKAGING. 

I enclose my cheque/PO payable to TBS for £. 

Please debit my Access/Barclaycard (delete as necessary). 

CARD NO. 


NAME_ 


ADDRESS- 


■ SIGNATURE- 


BK8 





















































impressive when you con¬ 
sider that each frame uses 
over a megabyte of informa¬ 
tion. In addition to this there 
is a hardware framestore 
capable of holding up to 
twenty-five images. Images 
can be pulled onto the screen 
fast enough to be animated 
in real time. This makes it 
ideal for the animator who 
can view his work in an 
instant and alter it in seconds. 
Hard copy can be taken on 
Polaroid, colour slide, 35mm 
movie film or video tape and 
by the same token images can 
be taken from either film or 
video. 

The possibilities are mind- 
blowing. Imagine it — you're 
making an advert for face 
cream and your leading lady 
turns up after a night on the 
tiles, bags under her eyes and 
a face full of zits. Panic? No 
way. Make your film, put it 
into Paintbox, touch up the 
blotches and put it straight 
back on film. No problem. 
Richard Dean, one of The 
Moving Company's direc¬ 
tors, made the TV commer¬ 
cial for Hills Samuels, the 
merchant bankers. He used 
the same technique to make 
a whole square mile of Lon¬ 
don appear to drop from the 
clouds on a massive column 
of rock! 

In typo mode Paintbox can 
be used as a very compre¬ 
hensive type-setting facility. 
Up to six hundred fonts are 
available and these can be 
rotated, enlarged or reduced, 
have shadows, be embossed 
or given thickness. 

All this has some pretty 
impressive hardware sup¬ 
porting it. Each picture con- 


use on Top of the Pops?) but 
none quite so versatile. Pre¬ 
viously facilities were limited 
to a predefined set of effects 
designed by the machine's 
manufacturers. Need a new 
effect? Buy a new machine. 
Mirage has put a stop to all 
that. Now if you need a new 
effect you just program it in. 
As we saw before the effects 
can be previewed as a wire¬ 
frame and adjusted if neces¬ 
sary, then all you need Is a 
piece of video to put in it. 
What it does is take the video 
frame by frame as it comes in 
and make each point on the 
image directly addressable as 
a memory location. Of course 
this is a vast oversimplifica¬ 
tion. The way the addresses 
are stored is complicated 
because each point bears no 
relationshiptothe next point. 
For example, in an explosion 
effect, the relationship is 
totally random. Neverthe¬ 
less, Quantel have sorted it 
out because the system works 
like a dream. There's not 
much you can't do with it. I'd 
seen the showreel earlierand 
the screen image was all over 
the place, the corner can be 
lifted and folded over like a 
page turning or rolled into 
cylinders, cones or globes 
and moved all over the screen 
at reduced or enlarged size. 
Even transparent and 
exploded images are pos¬ 
sible. Mirage can also cope 
with two images. For example 
in a simple page turn effect, 
the second image can be 
revealed on the back of the 
first. 

Normally Mirage is pro¬ 
grammed first and then con¬ 
nected to an edit suite where 


fragments. Poor lady. 


DIGITAL PICTURES 


DIGITAL Pictures live in a 
basement in downtown Cov¬ 
ent Garden. 

We decided to have a look 
at their showreel first. I was 
impressed — I mean 
IMPRESSED. 3D letters from 
an Imperial Tobacco ad logo 
flew into shot and settled into 
position one after the other. 
You'd never know it was a 
computer graphic. The title 
sequence from Weekend 
World, due to go out in 
autumn, showed flyovers of 
the major cities of the world. 
The detail was amazing. 
'What kind of pixel resolution 
do you have here', I asked. 
'About two thousand by fif¬ 
teen hundred'. Producer Pete 
Florence remarked casually. 

Digital Pictures is one of 
only two facilities for solid 
computer graphics in Eng¬ 
land. Only a year ago it meant 
a trip to the States. The pro¬ 
blems involved are frighten¬ 
ing. If you want to get any 
detail at all then the memory 
requirements are horren¬ 
dous. At Digital Pictures each 
frame of animation uses 9Mb 
of data. What the hell do you 
do with that kind of informa¬ 
tion? Here they use two Data 
General C330 minis. Because 
of a bit of internal mucking 
about they can address 1Mb 
of memory. Just in case that 
ain't enough they've each got 
a 92Mb hard disc as back-up 
store. Good enough? 'They're 
a bit outmoded really', resi¬ 
dent expert Paul Brown 
remarked casually. Hard discs 
outmoded? He saw the look 
on my face and continued, 
'yeah, we thought about 
bubble memory but it's a bit 
slow. So we're thinking about 
laser disc at the moment. Give 
us a few gigabytes to play 
around with and we'll really 
have some fun'. 


The real heart of the system 
is a QLRD Hi-Res film 
recorder, pointing straight at 
a Mitchell cine camera. 

We took a closer look at the 
hi-res film recorder. This was 
the piece of gear responsible 
for putting the digital image 
on film. It decodes the Infor¬ 
mation from the Data Gener¬ 
als, turns it into an RGB signal 
and puts it onto a hi-res, flat 
screen tube in front of the 
Mitchell. 

The actual computing for 
this lot is handled by the two 
Data Generals, all the soft¬ 
ware written in-house by Paul 
and his oppo Chris Briscoe. 
How do they get complicated 
shapes on the screen? 
Description of the objects is 
handled by a piece of soft¬ 
ware known as a Modeller. 
Shapes are built up using 
polygons, easily (???!) con¬ 
trolled mathematically and 
smoothed off by a method 
called 'Fong shading'. Once 
the modeller has finished its 
work the Scripter takes over. 
This is used to place and 
move the objects. 

The images produced at 
Digital Pictures are impres¬ 
sive — there's no doubt about 
that — but reality is some¬ 
thing that needs to be worked 
on. 'The problem is that this 
method is not the same as 
the way the eye sees reality', 
said Paul. In Japan they're 
looking at a recursive method 
that emulates the scattering 
effect of light. He showed me 
some pictures, a tray of 
globes, same transparent, 
some reflecting. They were 
as real as you could wish. The 
problem with recursive 
methods is memory. With 
9Mb if you take each point 
down through just a few lev¬ 
els of recursion you're talk¬ 
ing big megs. 'We're working 
on it. . . some time next year 
we should be able to do this'. 

The mind boggles. 


tains just over one megabyte 
of information and because 
the system interacts with a 
user this info needs to be 
processed fast. You can't 
muck about with megs on a 
Spectrum so they whopped a 
mainframe behind it. Images, 
cutouts, etc, are stored as files 
on a 168Mb Winchester 
alongside a couple of Mb of 
system data. 

But does it play games? 


MIRAGE 


Mirage is made by Quan¬ 
tel, the makers of Paintbox, 
and is a machine for manip¬ 
ulating video imagery in real 
time. Of course there were 
existing systems for doing 
this prior to Mirage (remem¬ 
ber some of the effects they 


the video image is put in. It's 
possible, however, to use it 
in live television. Effects can 
be programmed beforehand 
and then called up on the air. 
There are also a set of pre¬ 
programmed routines for 
simple effects like page turns 
and cylinders that can be 
called up by a non program¬ 
mer. 

'OK, ready', a voice came 
over an intercom. We looked 
at the screen and the wire¬ 
frame we had seen earlier 
was replaced by a woman's 
face. As we watched the 
image went through all the 
contortions we had seen the 
wire-frame go through, fold¬ 
ing into a cylinder, rolling 
around the screen and finally 
exploding into a mass of 


The author after finishing this article in short order. 


















Pick of 
fhecroD 


First they shook everybody 
up with a truly scary television 
commercial — produced at a 
cost of roughly £300,000 and 
directed by Alien's Ridley 
Scott. The spot suggested the 
best way to avoid George 
Orwell's 1984 was to purchase 
a Macintosh. 

Then Apple really shook 
everybody up by actually pro¬ 
ducing the Macintosh on time 
and right on the money. While 
the famed IBM PC was resort¬ 
ing to price-cutting, Apple had 
people lined up around the 
block to purchase the mighty 
Mac at full retail price. 

When IBM released their 
much ballyhooed PCjr, con¬ 
sumers took one look at the 
PCjr and turned their noses up 
... as did many critics. Priced 
close to the Apple He — Apple 
experienced an increase in 
sales of both the Mac and the 
Me. 

PORTABLE 

Then Apple announced a 
cheaper, somewhat more 
portable version of the Me 
called the He — now being 
hocked In the UK. It runs most 
of the software written for the 
Apple 11 series, and Industry 
analysists Immediately gave It 
the thumbs up sign. They pre¬ 
dicted the He would outsell the 
PCjr this year, in spite of IBM's 
four month head-start. 

Not bad for a company that, 
a year ago, some people 
thought would belly up. 

But the best was yet to 


come. Shortly after May Day, 
Atari's chief scientist Alan Kay 
defected to Apple Computer 
Inc. 

In the high-stakes computer 
game, programmers and 
designers are like movie stars 
and Kay is Robert Redford. 
Atari was counting on him to 
help them engineer their 
reconstruction. He delivered 
— until this spring. 

Now 43 years old, Kay a dec¬ 
ade ago was an integral part 
of Xerox's computer develop¬ 
ment team. That team 
invented a little thing called 
the personal computer — an 
item Xerox passed over as 
having little consumer poten¬ 
tial. Look, everybody makes 
mistakes. 

WHISTLE 

Interestingly, some of the 
technology that went into that 
embryonic Xerox PC hadn't 
surfaced until last year, when 
Apple released the original 
Lisa. It bombed, but Its bells 
and whistles were plowed 
over into the Macintosh. With 
the Xerox-inspired windows 
and the mouse, Alan Kay 
should feel right at home. 

Kay's a visionary. Whereas 
he diplomatically thinks the 
MaclsO.K.,the IBM PC is—in 
Kay's words — "beneath com¬ 
ment". 

Atari's loss is Apple's gain. 
They're trying to recover from 
last year's $500 million loss, 
and Kay's changing teams will 
hurt. 

Let's see if Atari strikes 
back... 


Stateside Chatter ... To no 
one's surprise, among the first 
programs available for the 
Macintosh are games— Tran¬ 
sylvania, The Quest and The 
Coveted Mirror, from Penguin 
Software. And they said the 
Mac's mouse and black and 
white would be useless for 
gaming. 

By the way, if you take apart 
the Mac's ROM, you will dis¬ 
cover built-in routines that 
allow for color capability. 

Over on the Apple H series, 
Addison Wesley is now pro¬ 
ducing four so-called non-vio¬ 
lent games designed for girls. 
Lauren of the 25th Century, 
Jenny of the Prairie, Chelsea 
of the South Sea Islands, and 
Cave Girl Clair. The company 
should be congratulted for 
trying to bring girls into the 
male-dominated hobby, but 
they are naive if they honestly 
believe this "nonviolence" 
stuff is anything more than a 
marketing gimmick geared to 
overly protective parents. 
Ever see a girl play Pac-Man? 

These guys also have some¬ 
thing else up their sleeves: 
they will be releasing some of 
their own software in formats 
compatible with Apple 11, IBM 
and Atari standards. Sounds 
fair; that's just what Atari did 
to Commodore. 

And there is an intriguing 
rumour going about that the 
home entertainment giant 
RCA is about to establish a 
"relationship" with Commo¬ 
dore that will give birth to 
some sort of joint venture. 
Best bet: Commodore will 
produce the goods for RCA's 
long-expectea micro entry. 

On the other hand, when 
RCA trashed their CED video- 


A year ago, folks were writing off once-mighty 
Apple. Today those crunchy Californians have 
shown the rest of us what comebacks are all 
about. MIKE GOLD reports ... 

BOY, APPLE sure has had a 
good year. 


disc system they suffered their 
biggest failure since one of 
their communications satel¬ 
lites spun-off into outer space. 
The CED was inferior to the 
laserdisc system but outsold it 
four-to-one. 

This is good news for gam¬ 
ers, as there was much con¬ 
cern that the high-quality 
laserdisc arcade games {Drag¬ 
on's Lair was the first) would 
be home-released in the more 
popular CED system, sacrific¬ 
ing some of the quality and 
most of the durabilityfound in 
the laser version. 

There's a ton of new stuff 
available for Coleco games, 
and lo and behold, some of it 
is even from Coleco! A new 
driving game, tie-ins with 
WarGames and those ugly, 
obnoxious Cabbage Patch 
dolls, carts from Imagic, Epyx 
... and from Atarisoft: Galax- 
ian, Pole Position Jungle Hunt, 
Moon Patrol and Joust. 

Coleco's even releasing 
some of their already popular 
games in the enhanced Adam 
format. So now the only ques¬ 
tion is ... have the gamers 
already given up on Coleco? 

Also: Sunrise Software's 
Campaign '84, a mock-up of 
the American pre-election 
campaign rituals. Over here, 
we turn our presidential elec¬ 
tions into a year-long three 
ring circus, and Sunrise man¬ 
aged to capture most of it: 
candidates must choose their 
position on volatile issues 
without offending too many 
special interest groups while 
at the same time dodging rov¬ 
ing TV reporters. This game 
might not seem as funny after 
the election. Available for 
Coleco. 


[55 















BIG K BOOKS 




It may come as a surprise to some of you characters, but words can exist in 
forms other than coalescences of pixels in a tasteful shade of amber. 

To renew our acquaintance with the olde worlde of vellum, cuttlefish ink 
and teams of monks labouring on multi-coloured character-sets, we pulled 
a few recently published books off the shelves. 


STEP-BY-STEP 
PROGRAMMING on the 
BBC MICRO 
(IAN GRAHAM: Dorling 
Kindersley "Screen Shot" 
£5.95) 

A s letters to BIG K 

^continually prove, there is 
no sign yet of any lack of 
interest in good first-user 
manuals for the more popular 
machines,. Such manuals 
have been unusally slow to 
arrive, but perhaps we have a 
contender in the excellently- 
produced Screen Shot series, 
reviewed here for BBC but 
also available for Spectrum, 
Electron, Apple II and CBM 64 
computers. 

The format is easy-to- 
follow without being 
patronising or childish, 
clearly and expertly written 
with the best layout I have yet 
seen in a book of this sort. 
Totally absent are the 


gaucheries of American 
manuals, or the obscurity of 
some British ones. Each of 
the large-format pages is 
dedicated to a particular 
statement or function, and 
examples are given and, best 
of all, superbly illustrated 
with actual screen dumps. 

Considering the production 
quality and care that has gone 
into this series, their price of 
£5.95 begins to look far better 
value than anything else 
reviewed on these pages. 

Rich colours illustrate 
sections on colour, for 
example — what you see is 
(for once) really what you get. 
Outstandingly good and for 
beginners or semi-beginners, 
heavily recommended. 


S0“D0RKMER” 




1 

\i A m\i 

l( 


VARIABIE 

I 




C 

ES 


THE COMPUTER & 

VIDEO GAMES 6001^3^ 
OF ADVENTURE 
(KEITH CAMPBELL: 
Melbourne House £5.t 
EXPLORING ADVEf 
ON THE BBC MODELS 
(PETER GERRARD: 
Duckworth £6.95) 


5) 




As mentioned 
r\elsewhere on this 
page, adventure 
theory never suffers 
from explanation. 

For that reason 
there's no shortage 
of explainers. Both these 
books tackle the subject 
fairly, with Campbell using 
his theoretical bits to 
construct one well- 
explained master program; 
while Gerrard manages to 


give us three in about 40% 
more space. Both men 
clearly know their stuff, but 
where Campbell bravely 
takes on the entire field of 
microdom, Gerrard 
addresses one machine 
solely—perhaps the least 
suitable for adventures, the 
BBC 'B' machine. Using 
either book you could learn 
the essentials of adventure¬ 
writing — or you coo/d just 
go out and buy The Quill. 


WBOIC-HEillE 


O n the way: Inimical Games 
for your IBM Computer. 
Quirky Games for your QL 
Computer and Pedestrian 
Games for your PDP-11 Com¬ 
puter, all by good ol' Hal and 
Sam. Or not, as the case may 
be. And guess what! They'll 
probably be the same twenty- 
five or so games listings as we 
have here, since what Hal and 
Sam have dished up for Com- 


CRAZY GAMES FOR YOUR COMMODORE 64 
(HAL RENKO & SAM EDWARDS: Addison-Wesley £3.95) 
AWESOME GAMES FOR YOUR ATARI COMPUTER 
(HAL RENKO & SAM EDWARDS: Addison-Wesley £3.95) 
ASTOUNDING GAMES FOR YOUR APPLE COMPUTER 
(HAL RENKO & SAM EDWARDS: Addison-Wesley £3.95) 


modore in this fine, fine collec- those two other 6502 
tion, they also dish up — give machines, the Apple and the 
or take a listing or two — for Atari. Are the games any good? 


Who knows? Probably. After all, 
to survive this kind of whole¬ 
sale transplantation they have 
to be. These books are of course 
American buy-ins, and are 
pitched at the new user athirst 
to type, but not keen to under¬ 
stand any of it. One stage up 
(or down) from simply buying 
software and running it (in 
which case Hal and Sam are 
definitely cheaper), and one 
stage up (or down) from buy¬ 
ing a load of computer maga¬ 
zines (in which case Sam and 
Hal who average 20 pence a 
listing, are decidedly more 
expensive). In the last analysis. 
I've a feeling that Brit buyers 
will want some documenta¬ 
tion with their wall-to-wall glee. 
Cheap at the price — or just 
cheap, depending on your out¬ 
look, I guess. 
























ir OVER1,500 GAMES TO PLAT 


Software Index is the magazine guide to the 
thousands of Software Programs available in shops 
and by post. 

It’s packed full with GAMES Software—what 
the games are and where to buy them. 

PLUS Over 700 Educational programs 
;are covered as well. 


Don’t miss out 

v,idecho«ce...t^»= 


I In your newsagents NOW 


It’s the only guide to software programs for the eight top Micros. 
BBC VIC 20 SPECTRUM 

COMMODORE 64 ORIC I/ATMOS ZX 81 

DRAGON ATARI 400/800 


User Guide to Microcomputer Software 

mez 


1984 No.3 £1.50 



MEGASAVE FANTASTIC 
SAVINGS 


SPECTRUM 

SABRE WULF.8.25 

PSYTRON.6.30 

MUGSY.5.95 

JACKS BEANSTALK.4.95 

FIGHTER PILOT.6.25 

TORNADO LOW LEVEL . , . 4.75 

HULK.8.50 

LORDS OF MIDNIGHT. . . . 8.50 

KOSMICKANGA.5.10 

JET SET WILLY.4.75 

BEAKY.4.85 

AD ASTRA.4.95 

NIGHT GUNNER.5.50 

FOOTBALL MAMAGER . . , 5.55 

TRASHMAN.4.75 

MOON ALERT.4.90 

ANTICS.5.75 

WARS OF THE WORLD . . . 6.75 

LES FLICS.5.50 

CAVELON.4.95 

TUTENKAMEN.4.95 

DOOMSDAY CASTLE .... 5,30 

DEATHCHASE.5.25 

HARRIER ATTACK.4,95 

SCUBA DIVE.4.75 

WHEELIE.4.95 

CAVERN FIGHTER.4.95 

TRIBBLE TRUBBLE.4.95 

GLUGGLUG.4,75 

TIME BOMB.4.75 

KRAKATOA.4.75 

DEFENDA.4.75 

FRED.5.90 

3D ANT ATTACK.5.90 

BUGABOO.5.90 

SNOWMAN.5.90 

VALHALLA.11.50 

MESS FROM ANDROMEDA. 4.75 

DUNGEON MASTERS. . . , 6.25 

LORD OF TIME.8.50 


SPECTRUM 

ATICATAC.4.75 

AUTOMANIA.5.75 

BLUE THUNDER.4,75 

INFERNO.5.50 

CODE NAME MAT. 5 20 

MILLIONAIRE.4,50 

COOKBOOK.8.50 

SINK THE TITANIC.6,75 

SPECGRAPH.8.25 

COSMIC CRUISER.4.25 

WORLD CUP F'BALL .... 5.95 

WORSE THINGS H'P'N AT SEA 4.95 

QUILL.10.75 

H.U.R.G.10.99 

BLADE ALLEY.4,75 

3DLUNAAnACK.4.75 

CAESAR THE CAT.5.95 

PYRAMID.4.95 

ANDROID II.4.75 

AUFWIEDERSEHENPET. , 4,95 

DRAGONS BANE.5,90 

FACTORY BREAKOUT . , , 4,95 

AIR TRAFFIC CONTROL. 8 50 

HOBBIT.11.50 

FANTASIA DIAMOND .... 6.25 

FULL THROTTLE.5,95 

ORC ATTACK.6.10 

TOWER OF EVIL.6.10 

BBC 

FORTRESS.7.25 

F'BALL MANAGER.6.50 

BLAGGER.6.50 

THE HULK.6,50 

VIC-20 

FLIGHT 737 . 6,50 

TOWER OF EVIL.5.45 

COMMPUTERWAR.5.45 

SUB COMMANDER.5.45 

TANK COMMANDER.5.45 

CHARIOT RACE.5.95 


SON OF BLAGGER . . . 

, , 6.50 

BEACH HEAD. 

. , 8.50 

VALHALLA. 

. .11.50 

QUILL. 

. .11.50 

SHEEP IN SPACE , . . . 

. , 6.40 

GYROPOD . 

. . 5.50 

LOCO. 

. . 6.50 

HULK. 

, . 8.50 

ARABIAN KNIGHTS , , . 

. , 5.85 

SOLO FLIGHT. 

. .12.50 

BOZO'S NIGHT OUT. . . 

. . 5.50 

STAR TROOPER .... 

. . 5.75 

CAVELON . 

. . 5.55 

ENCOUNTER . 

. . 8.75 

HOUSE OF USHER , , , 

, . 5.85 

CHUCKIEEGG. 

. . 5.60 

BONGO . 

. . 6.30 

OLYMPIC SKIER. 

, . 4,99 

ALL£7INTERCEPTOR. , 

. , 5.85 

ALL £7.95 ANIROG . . . 

. . 6.30 

TRASHMAN . 

, , 6.85 

BLUE THUNDER. 

, , 5.85 

BLACK HAWK. 

. . 6.95 

QUARK . 

. . 6.85 

ANDROID II. 

, . 5.90 

WHEELIN WALLY .... 

, . 5.85 

FLIGHT PATH 737 ... . 

, . 6.30 

KILLER WATT. 

. , 6.25 

PYRAMID. 

, , 5.50 

GILLIGANSGOLD, . . . 

, . 5.75 

PINBALL WIZARD. , . . 

. . 5.75 

SUPER PIPELINE .... 

. . 5.50 

AZTEC CHALLENGE . , 

, , 7.50 

CAVERNS OF KAFKA . . 

. . 7.50 

FORBIDDEN FOREST. . 

. . 7.50 

CLASSIC ADVENTURE . 

, . 5.95 

SECRET MISSION. . . , 

. . 8.50 

VOODOO CASTLE . . . 

, . 8.50 

ADVENTURE LAND , , . 

. , 8.50 

PIRATE ADVENTURE . , 

. , 8.50 


FREE POST 


PLEASE STATE WHICH MICRO 
SEND CHEQUE/P.O. TO: 


FAST SERVICE 


MEGASAVE 
Dept K, 76 Westbourne Terrace, London W2 


MAIL ORDER ADVERTISING 

British Code of Advertising Practice 

Advertisements in this publication are required to conform to 
the British Code of Advertising Practice. In respect of mail order 
advertisements where money is paid in advance, the code 
requires advertisers to fulfil orders within 28 days, unless a 
longer delivery period is stated. Where goods are returned 
undamaged within seven days, the purchaser's money must be 
refunded. Please retain proof of postage/despatcti, as this may 
be needed. 

Mail Order Protection Scheme 

If you order goods from Mail Order advertisements in this 
magazine and pay by post in advance of delivery, BIG K will 
consider you for compensation if the Advertiser should become 
insolvent or bankrupt, provided: 

(1 )You have notreceivedthegoodsorhadyourmoneyreturned; 
and 

(2) You writetothe Publisherof BIG Ksummarisingthesituation 
not earlier than 28 daysfromthedayyousentyourorderand not 
later than two months from that day. 

Please do not wait until the last momentto inform us. When you 
write, we will tell you how to make your claims and what 
evidence of payment is required. 

We guarantee to meet claims from readers made in accordance 
with the above precedence as soon as possible after the 
Advertiser has been 
declared bankrupt or insolvent. 

This guarantee covers only advance payment sent in direct 
response to an advertisementinthis magazine not, for example, 
payment made in response to catalogues etc., received as a 
result of answering such advertisements. Classified advertise¬ 
ments are excluded. 













































































































































1 


-N 

Now YOU can go for gold 



..withthe Mi\0Ro, 


Fancy pitting yourself against the world's 
best at this summer's Olympics? 

You can do so without going anywhere 
near Los Angeles - with the most 
challenging package of programs of 1984. 

MICRO OLYMPICS is more than a 
game. It's a brilliantly written collection of 
ELEVEN track and field events. 

And because we know we're going to 
sell many thousands of them we've brought 
the price right down - to just £5.95. 

Ever imagined yourself as another Seb 
Coe? Then try to run against the world 
record holder at 1500 metres. And if that 
distance is too much for you then there's 
always the 100, 200, 400 and 800 metres 
to have a go at. 

Not much good at running? Don't worry, 
MICRO OLYMPICS has many more 
challenges for you. Why not try your skill at 
the high jump or the long jump? 

And if you can't beat the computer at 
running or jumping then you can always 
throw things around in frustration! The 
trouble is that it's just as hard to be a 
champion at the discus, the hammer or the 
javelin. 

And the pole vault takes the event to 
new heights! 

Yes, it's fast, furious fun, pitting 
yourself against the world's best times and 
distances on your micro. 

You may not be another Steve Ovett or 
Alan Wells, but with practice you COULD 
become the Micro Olympics Champion! 




Also available from WHSmith 
and all other leading stores 


Play Micro Olympics 
— and let your fingers 
do the running! 




I 

I 

I 

I 

I 

I 

I 

I 

I 

■ li 


Please send me. 


. copy/copies of 


Micro Olympics at £5.95 
□ I enclose cheque made payable to 
Database Publications Ltd. 
for £__ 

I wish to pay by □ Access □ Visa 
No-Expiry date^ 





□ 48k Spectrum 



□ Commodore 64 

^£5.95 


□ BBC'B' 

□ Electron 

"each 


Please tick box 




Signed^ 

Name_ 

Address- 


Post to: Micro Olympics offer, Database Publications, 
68 Chester Road, Hazel Grove, Stockport SK7 5NY. 



































SHEAR PANIC 
THE BLACK SQUID 
THE CONSTRUCTOR 
I SPY FOR KIDS LANDER 
PRIMARY MATHS 
MATHS TUTOR TODDLER TUTOR 
'GOTCHA' MATHS 
ASTRAL ZONE 


CHnnnEL 


51 Fishergate, Preston, 
Lancs PR1 8BH. 

Tel: (0772) 53057 


(BSOFTliJflRr 


OTHER 
CHANNEL 8 
SOFTWARE 
TITLES 


curse too 
loud if you cani get him back to 
his ship. 


FEASIBILITY EXPERIMENT 
TEN LITTLE INDIANS 
THE WIZARD AKYRZ 
iRROW OF DEATH PT. 1 

ESCAPE FROM PULSAR 7 


THE GOLDEN BATON 
ARROW OF DEATH PT. 2 
PERSEUS & ANDROMEDA 
THE TIME MACHINE 
WAXWORKS CIRCUS 


o 


Selected titles available from larger branches of Greens at Debenhams, Lewis's, Spectrum dealers 

and good computer shops everywhere, (in case of difficulty send P.O. or Cheque direct). 








































WaOVICE! boost you^^ 

^COLLECTION WITH SWOO^ 
FELIX IN THE FACTORY 
AND CY8ERTR0N . 

L MISSION! M 


MICRO POWER LTD., 
NORTHWOOD HOUSE, NORTH STREET, 
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AUTHORS! WE PAY 20% ROYALTIES! I 


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^MSUPER-FAST LOADING TIME) 

electron 

B.B.C. MICRO 


Run through the \ 

creepy mansion * ' 

to rescue the 

power jewels. Dodge ghostly 
ghouls and bouncing spiders, leap 
over poison-smeared spikes, 
scamper along moving platforms 
and contracting floorboards, 
and use powerful springs to 
propel you onto overhanging 
ledges. Superb animation 
and spine-tingling 
sound effects. 

£6.95. 

(ELEaRON and 
BBC MICRO 
versions 
£7.95) 


COMMODORE 64 VERSION 










































^GAMf^ 
M/0 


QUALITY ARCADE ACTION GAMES FOR THE 


COMMODORE 64«^£7.95 


The earth is being c :^&7 
invaded by an aiien 
force, the GALAXiONS have 
arrived from a dying pianet, determined 
to destroy civiiization as we know it. 

They come in formation, swooping and 
diving towards the pianet earth. You and 
you aione can save mankind from the 
terrifying destruction the aiiens threaten 
us with. 

mvmIiiimM 

fantastic version 
of this popuiar 
arcade game. Vvi 


^ < «!« Guide Thomas the cat 

♦he 13 wails of SOLAR 
street to his iady friend, 
'3^|^^who awaits him on the end 
wail, but beware of 
♦he flying boots, 
Qj ^ ^ bottles and mops, which are 
just a few of the hazards you will encounter. 


Guide Boris up the ladders, to collect a coin 
trom the top of the screen, but beware! the 
bogy men are out to get you. He must return 
to the bottom ot the screen, avoiding the 
bogy men and insert the coin in the electric 

meter. The lights will 
come on enabling you 
||||llgg^BB^L|||^to see the pitch fork, and 
jpr after retrieving it, kill the 
bogy men. 


In days of old when 

knights were bold and 

the sheriff was in power, 11^ 

to play this game guide Robin Hood, 

to Marian locked up in the tower. 


WKXmtDEDVKX 
Su^T&tea4aut £5*00 MVRcliiiM £5*00 

S<iuuM!c £5*00(inLflXiaiS £5*00 
6UNFX6KT £5*00 
PSTEROyOS £5*00 

I a&16KEXRmi£DVICX 

' fmkS,7.9S ^ 


When teddy to the picnic went 
there came the smell of honey 
So off he went to find the Jy 
hive to fill his empty tummy. ^ 
The bees that guard honey 
pots are sharpening up ^ 
their stings as teddy fills his¥ 

. empty turn sweet melodysr 
he sings. a, 


^ All our games are available mail order P&P included — 

/ from the above address. Orders sent by return post. \ 

\ Also available from all good computer shops. / 

Distribution, RC.S. Darwen, CENTRE SOFT West Midlands. TIGER Cheshire. LIGHTNING London. LEISURESOFT Northampt<5? 
Rfl COMPUTER GAMES Barnsley, FIVE D SOFTWARE East Harling. COMPUTER WORLD UK Bolton, 

FERRANTI & CRAIG LTD Wiltshire, VICSOFT Slough, DRAKE DISTRIBUTION Plymouth 


n iLus 







t 




1 


















BIG K BOOKS 


By TONY TYLER 


ADVENTURE GAMES FOR THE COMMODORE 64 (R. J. 
BRADBURY: Granada £6.95) 

COMMODORE 64 GAMES (KEVIN BERGIN: Duckworth 
£6.95) 

GAMES COMMODORE 64 COMPUTERS PLAY (ROBERT 
YOUNG & ROGER BUSH: Addison-Wesley £6.95) 
COMMODORE 64 GRAPHICS AND SOUND (STEVE 
MONEY: Granada £6.95) 



i 


I 



UMOMHU 


W hy £6.95? What is it 
about this particular 
price figure that makes it 
so right, so appropriate for 
publishers of computer 
books? In fact it's a truism 
that most computer books 
are ludicrously overpriced, 
certainly compared to 
computer magazines. The 
assembly and (more 
importantly) 
documentation of a 


handful of decent games 
for the ubiquitous 64 is not 
the easiest job in the 
world, true, but neither is it 
the hardest. Young and 


Bush give us a mixed bag 
of twenty, all nicely listed 
in "untranslated" 
versions) which on the 
whole is sensible). But on 


the whole they don't go as 
far as they might into this 
business of explanation. 

Better in this regard is 
Kevin Bergin; he provides 
18 games, more randomly 
mixed. Arcade games 
chase short adventures 
chase utilities through the 
list — each of these, by the 
way, is the size of a good- 
sized magazine version. 

Granada's two offerings, 
by Bradbury and Money, 
balance equally between 
how-to manualism and 
example listings. Certainly 
there is a need for 
specialist volumes on the 
64 to explain all those 
things the offical manual 
leaves out. Both these 
books are well thought-out 
and Money's can also 
serve as a dedicated 
games-writing manual. 
Bradbury takes us deep 
into adventure theory — 
sentence parsing, 
grandfather-father- 
objects, cell structure for 
locations, and so forth. 

The tortuous splitting-off 
involved in adventure 
structure is very clearly 
explained throughout. 


SPECTRA VIDEO COMPUTING (IAN 
SINCLAIR: Granada £6.95) 

THE MICRO USER'S BOOK OF 
TAPE RECORDING (MIKE SALEM: 
Duckworth £2.95) 

D espite glowing reviews when 
they first appeared about six 
months ago, the Spectravideo 
range of computers (two, actually) 
have not yet exactly taken off like 
polecats. Perhaps, as MSX draws 
near, their time will come. In the 
meantime Granada, clearly with 
one eye on MSX, have issued a 
decent first-user manual for the 
cheaper Spectra machine, written 
by the respected Ian Sinclair (no 
relation). It's an honest and 
reasonably thorough piece of work. 


no frills, and I like the way Sinclair 
owned up to the fact that he'd 
found no way to re-program the 
function keys. 

Assuming tape recording is your 
thing and the sight of reels rotating 
sends you into spasms of ecstasy, 
Mike Salem's lot (geddit?) of 
knowledge on the subject should fill 
you with joy. Mysterious sub-topics 
like Head Azimuth Angle and 
Cassette Interface Waveforms — all 
perfectly useful stuff. I'll be bound 
— grace the 90 pages of this 
slimline but learned little tome. 
Scrap that disc! Dump that EPROM I 
Cassette and all other forms of 
slinky brown stuff are here to stay. 
At least, if they're not, then Mike 
Salem is in bad trouble. 





























w = u 

X = POWN 
S = FIRE 
D = FORWARD 
A = STOP 


There you are, lifting off 
the surface of Planet 
Electro In the warm dusk 
of an early September 
evenin^lnside the ship 
— a calm atmosphere. 
Chip supper courtesy the 
robochef. Brookside on 
the VCR. The sundowner 
(with ice and lemon) 
nestling in the right 
hand. Suddenly your 
Jimmy the One says: 
''Cap'n! Them mothers 
out there is shootin' at 
us!" You look, and sure € 
enough he's right... « 


PRINT "a-lTT S/OR 

. cosus 

■ iF'aj=''T" THEN RUN 100 

•S=0-H=w, TO 2 

®® liT'D-xilllia+iHTTRNIITlT*’,!;' 

;v<n=iNTCRNi'<i)*ie-’+u' 
it i=0 TO 

;60TIint ,VHi >-s 

ipPiTop I=S1S4 TO SISS^FOKE 1+30720-5 

;P0'P*I fflilE then poke 

POKE 1-22,104 

,80”?F'RNDa:».S THEN POKE 1-22,108 
210 NEXT I_ 

'^■^0 FOP 'Sl TO liX-<DK=e):K=rEEKa3T> 
:^F K09 aNB K026 THEN ciTO 
040 vU‘+'-;k-=9>-:i<=26>--IF V<1 TH&^ t-i 
'T c.0 IF V>1'F THEN V=1S 

260 PRINT LEFTP<B*-Vi“>»«SI.Mi »»■« 

a 5’ 

270" IF l!X>8 THEN POKE 36b77.. IJU 
” ' iPOKE 36878.‘2 • GOSUB I'yo 
280 DX=DX+CK=17:'-<K=18;5 

: IF DX<:0 THEN ri.«,=y _ . 

*'■^0 IF IiX=0 THEN POKE 3bt>-.-.'0 
Teis IF DX>2 THEN BX=2 

• j"‘UKE OOOi* ♦» i- ^ 


•J" 5a;=iVl THEN 

Z''' VCDOVH-I CR kcih... 

*0 S+MTfI??. 

390 PRINT LffTif+i'" -'“THEN S:=s*a, 
.,.XTI,')"««Mir"“T' »iT,>LEFT4,<x,„ ' 

pfe 

420 S=S+10fxX"“-—® 440 
,,, OOTO 440^ '-‘-'-lo then 

440 xaf=l4‘’^*"i,>,i0s 
«0 next ,S?r ".:',;:30'POK£ 3£S73,2 
«l IF fi,',‘-.^7"”"THEN SIS 

^^.'■3070 560 ■'1‘-1=21i:FRInT" ■ 

then >ItL,'=xaT+INTTRNl 

540 GOTO 560 

^50^_r<U=Va>--l:;:<a)=Ka>+iHTCRNrKl>^^ 

570 IF X?L>v-'0^?uS 

580 print LEFT|:fS?'’..?5v^“,^® 

590^1'?*"', ' '^*^ET="U"THEN prin 

1 "rHlH4r;r?H7.!f<P="U"THEN PRXNT 





■ 35® RNIK!:;■>. 3 

H 3y0 IF RHB C1> >.s 

I _ _ ■ I) = 18 

H 9 10 K (. I) =|k; ( j ) _ < ; I 

I LEFTJ^Ki, Xd)’ 

I 320 PR I NT "k# siif 

■ RINT"3,_” 

■ 930 GOTO 9.‘=v0 

■ 940 PRINT''iii " 

■ 950 IF p<l:i=99 Tu 

I IF.fia.d=0 Tr 

I 3,-0 H(.I >=fi(: : p 

I ... —•' ^ .■ H (. I ) 

I oi-- ^ ■ return 

I .-^'30 POKE 36S?8d5 
I ,. 1=1 TO .Tfii: 

I 1000 POKE 36873:4-; 

I V+l>.;LEFTi<Xf.; 

I - TO 75 

I ‘U10 L=7710+v.^22:l 
I 1 ■; RND C1) *■ I >; Pfif;' 
1020 Ll=INT.;RNri(i) 
1000 L=L+Ll3*i22: if' 
i,^c® .E>8185 THE 

10%j0 POKE 'SEiPE'Si+L 
I 1060 POKE 8687^^4 
1070 FOR 

m® POKE 138..0:POI 

uw pIwT'-Sf 4 

1^00 PRINT PL 

i'S'*® "m<i-up‘' 

i.£i0 PRINT ".v-nniJN" 
i c:30 pP J j ii T op !t 

l-^T "D-FORl-a 

i-'Tpn "fi-STCP" 

'"««hit t 

-oiti RETURN 


F10 Ka>4SL> + <K<L»7)-XX<L><;7) , 

620 V ( L>=V<L) + <<V<L><V+ 1 )-<VL.>NV+1 .•■ 

630 PR I NT LEFT# < D# .■ V < L > >LEFT# •. ,h# 

S40444tL?>6 RND X<L><18 RND V<L:>='.‘4 

4>i0S™Xa?<>99 OR RNiaX.S THEN 680 
SS0 XCL}=INT(RNDa)*10>+10 , 

; V c; L >= I N T < R N D a .J #5.5+10 • F $ . L) - D 

670 IF RNDa».8 THEN F#<U=:N" ^ 

680 FOR M=0 TO 2: IF fl<M>N25 iHEN .-lO 

690 C=I NT < RND C1) #3 > •• IF X < 0 > H'?' 

< n <*. 97 RND F# < C > <> " N > THEN . &0 
700'fl<ri)-x<c> :Eai>=vo:>:®pj® 

710 PR I NT LEFT# ( D# ^ E (. M.)LEFT#• v A# .■ 

* ” fl M > ) " “ 

720 B<;M)=B(N> + <B<t1>>V+l)-<E<M:'<Y+l;‘ 
730 flCf1>=R<M>+<fl<M»8>-.(fl<MK8.) 

740 PRINT LEFT#CD#4B<M;'?;Lc.FT#t.A#.' 

R M) ) ” "J* ** 

750 IF fl<rik>6 RND R<riK10 RND BCH>-t‘+ 
1 THEN 990 
760 NEXT M 

770 NEXT L-IF H<10 THEN 220 
780 GOTO 990 
790 FOR 1=8142 TO 8162 
:POKE I..PEEK<I+1):NEXT 
300 IF PEEK<7690+V3tt22)032 THEN 930 
810 IF RNDC1».5 THEN POKE 8163.. 102 
:GOTO 850 

820 IF RND<1».5 THEN POKE 8163.104 


:GOTO 850 

830 IF RND< 1)>.7 THEN POKE 8163 .. 108 
;GOTO 850 
840 POKE 8163 ..32 
850 FOR 1=0 TO 2 : 

860 IF Xa »0 THEN 91 © 

370 PRINT left#(:d#..v<i>:>" ISM".; 

• IF F# < I >=*' LI •' THEN PR I NT " " • i 


' 2 :IF XCI >=99 THEN 95 © 


by C. MILL 









blue chip ccmputers 


*FREE* 


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13.95 

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& INTERFACE 

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24.95 

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7.95 

5.95 

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7.95 

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6.95 

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5.95 

5.50 

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5.95 

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5.95 

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6.95 

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7.95 

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7.95 

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6.95 

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7.95 

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HOPIT 

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DIYAD 


48K SPECTRUM 

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ALCHEMIST 
PIN BALL WIZARD 
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QUACKERS 
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GOLF 

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VIC 20 

All Rom Cartridge 

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EXPANDED 8 OR 16 K 



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Please send me . 


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I enclose a cheque/p. order to the value of £. 
























ttewtrmn 



WaUhautiar 



leaping your way-a test of speed and 
tactics with four screens each with 
eight stages. Keep Mr. Bounce working 
hard and score points... if you can! 

HI BOUNCER! tests 
reflexes and game 
tactics to the 
limit. It’s so tough 
that a separate 
7-level practice 
program for kid 
brother (or dad!) 
is included. 

On cassette for the 
BBC B (versions for 
the CBM 64 and 
Spectrum coming 
soon). £6.95 


Discover the excitement of creative computing with 







I 






a versatile, easy-to-use sprite editor for the Commodore 64 
which also demonstrates animation sequences on-screen. 

With a choice of joystick, lightpen or user-definable keyboard 
control Go-Sprite has an icon-driven command system for 
ease and speed of use. 

Go-Sprite can handle up to 32 HiRes or Multicolour sprites 
and produce overlays up to seven layers. 

Sprite data files can be made on disk or tape and two 
accompanying programs enable you to produce data and 
arrays for use in your own programs. 

For the Commodore 64, on cassette £9.95; or disk £11.95. 

All prices are Inclusive of VAT. Mirrorsoft programs are available from larger branches of Boots, John Menzies and W.H. Smith and from other leading software stockists. 


Co hunting wKh 
aCSARTHECAT 

Help Caesar clear the larder of mice. Hunting along crowded 
shelves you guide Caesar as he chases persistent mice 
which are devouring plates of food. Widely praised when 
launched on the CBM 64, acclaimed on the Spectrum, 

Caesar Is now here for BBC B owners. 

On cassette for BBC B and Spectrum £6.95 and 
CBM 64 £8.95. 

CutMItt your own OESAR 

We have had so many requests for a 
soft-toy version of Caesar, the lovable 
black and white cat featured in our 
much praised program Caesar the 
Cat, that we have had some made. 

He is cute and cuddly, with a body 
length of approx. 12 inches. He is 
yours (mail order only) for £8.50 
(inc. p&p), while stocks last. 



To MIRRORSOFT. PO Box 50. Bromley, 
Kent BR2 OTT 

Please send me the following (enter 
number required of each item in 
the space provided): 


Hi-Bouncer! (HB01) 
Caesar the Cat (CCOI) 
Caesar the Cat (CC01) 
6o-Sprite-tape (GS01) 
Go-Sprite-disk (GS02) 


I enclose a cheque/PO for £_ 


^made payable 


to ‘Reader’s Account’; Mirror Group Newspapers Ltd. 


Caesar the Cat-soft-toy 



Or please debit my ACCESS/BARCLAY CARD for the sum of £.. 
Card no [ | I [ 1 n | 1 T~ 


B/K 




Signature.. 

Name. 

Address. .. 


^ __ Postcode.. 

Offer applies to Great Britain and tire only. Please allow up to 28 days tor delivery in the UK. MIRRORSOFT is a registered trade mark of Mirror Group Newspapers Ltd., Co. Reg. No. 168660. Reg. Office Holborn Circus, London ECl 



































































































fl1lSTsia«e 




JOHN WATSON-m 


mn\/AJ\tJSunj 


ing wildly. The first indica¬ 
tion of this happening is 
when you hear yourself 
skidding; fail to check that 
and you go into a spin; 
unless you're quick and 
correct your motion there's 
a good chance that disas¬ 
ter will occur when your 
vehicle hits one of several 
thoughtfully placed bill¬ 
boards, walls etc. The race 
takes place in four progres¬ 
sive stages; if you get as 
far as the last of these a 
flick of the wheel enables 
you to choose from one of 
eight Grand Prix circuits — 


Monaco etc. etc. Whether 
these are actual replicas of 
the real thing, only an 
expert could tell you. To a 
non-driving layman it's all 
pretty convincing. After 
only ten minutes' play I had 
three broken ribs, a lacer¬ 
ated leg, severe burns all 
over my body and irrever¬ 
sible brain damage. I left 
the arcade with a statu¬ 
esque blonde on each arm 
and a magnum of cham¬ 
pagne at my lips. It has to 
be said: after TX1 any ordi¬ 
nary racing game is ... just 
the pits! 


that far — in a night-time iar central screen, 
sequence. Otherwise, I Still, it does look good. 

■ suspect that the triple Tell a lie; on the left-hand 

TUCRP'C ivin screen effect is more of an screen there is a small inset 

THtKb b ivu mis- appealing gimmick than an of the whole course in 

game itself, which you can glimpse 
f ^ Because although there is your overall progress. Mind 

OT the Oldest of 3 much broader panorama you, the 'race' takes place 
arcaae staples, jp the usual one- at such a clip that a novice 

the simulated rac- screen games, there's no probably won't have the 
ing car game. real use of the three time or the inclination to 
For a start, it's almost as screens withm the con- look away from the dead 
large as the real thing, fines of the game itself, i.e. ahead. There's a brake. 
More eye-catchingly, there you can't, for example, see accelerator and a two- 
are three screens rather cars approaching (reced- speed (High, Low) gear- 
than the usual one. The ing?) from a distance — so stick. The wheel controls 
panoramic view that far as this punter could are hairsbreadth fine — as 
ensues is quite striking, make out anyhow, all the presumably they are on the 
particularly — once you get action occurs on the famil- full speed real thing — so 

that the slightest mqve- 
ment has its effect. 

Being a non-driver, the 
merest hint of a curve in 
the monitors had me veer- 



































g^llllplllPI 


f/l^ - X 








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ALSO AVAILABLE AT ALL 
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If you have difficulty in obtaining your copy. Just fill in the Coupon below. 


Post coupon now to: Thor (Computer Software) Co. Ltd., 
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I enclose Cheque/PO for £ 


Name 


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Credit Cards - Orders accepted by Phone - 
051-263 8521/2 


I 


DISTRIBUTORS AND OVERSEAS ENQUIRIES CONTACT PAUL 051-263 8521/2 


















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30 Roseacre Gardens - Chilworth - Guildford - Surrey GU4 8RQ 


Tel: Guildford 67799 


PROBABLYTHE LARGEST RANGE OF DISCOUNT SOFTWARE CURRENTLY 
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SINCLAIR SPECTRUM 

RRP 

Sabre Wulf 9.95 

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Psytron 7.95 

Lords Midnight 9.95 

Fighter Pilot 7.95 

Night Gunner 6.95 

Mugsy 6.95 

TLL 5.95 

Trashman 5.95 

Antics 6.95 

Cavern Fighter 5.95 

Jack & Beanstalk 5.95 

Ad Astra 5.95 

Kosmic Kanga 5.95 

Manic Miner 5.95 

Jet Set Willy 5.95 

Fred 6.95 

Snowman 6.95 

Bugaboo 6.96 

Dragonsbane 6.96 

Beaky 5.50 

Pyramid 5.50 

Doomsday Castle 6.50 

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Les Flics 6.95 

Blue Thunder 5.95 

War of the Worlds 5.95 

World Cup 6.95 

Hurg 14.94 

Skull 6.95 


please ring the above number. 

r--""—--- 



M Coder II 

9.95 

7.45 

Our 

Learn Basic 

12.95 

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Tasword II 

13.90 

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7.45 

A Cf\ 

Pinball Wizard 

5.95 

4.45 

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Code Name Mat 

6.95 

5.45 

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7.45 

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COMMODORE 64 


5.45 


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Our 

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4.45 

Valhalla 64 

14.95 

11.95 

4.45 

Revenge Camels 

7.50 

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9.95 

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7.95 

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7.95 

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6.90 

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6.90 

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7.50 

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Loco 

7.95 

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Star Trooper 

6.95 

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Encounter 

8.95 

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Solo Flight 

14.95 

11.95 

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8.95 

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5.45 

Hunchback 

6.90 

5.40 

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Chinese Juggler 

6.90 

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7.00 

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Olympic Skier 

5.99 

4.49 

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Cavelon 

6.90 

5.40 

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Heroes of Karn 

7.00 

5.00 

4.45 

Tales Arabian Nights 

7.00 

5.00 

4.45 

Twin Kingdom 

9.50 

7.00 

5.45 

0 Level Bio 

6.95 

5.45 

11.95 

Practicalc 

44.40 

30.40 

5.45 

Manic Miner 

7.95 

5.95 

). Shown here is just a small part of our stock, if you 


Please ask about CBM 64 disk soft¬ 
ware. 


BBC MODEL B 


RRP 


Our 

Price 


Fortress 

8.95 

6.95 

Spitfire 

8.95 

6.95 

Football Man 

7.95 

5.95 

Overdrive 

7.95 

5.95 

Aviator 

14.95 

11.95 

Blagger 

7.95 

5.95 

Eagles Wing 

7.95 

5.95 

Planetoids 

9.95 

7.45 

Twin Kingdom 

9.50 

7.00 

Cashbook 

59.95 

41.95 

Chuckie Egg 

7.90 

5.90 

ELECTRON 

Guardian 

7.95 

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Hulk 

7.95 

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Arcadians 

9.20 

7.20 

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Flight path 737 

7.95 

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Jet Pac 

5.50 

4.40 

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14.95 

11.95 

Rally Speedway 

29.95 

23.95 

Curse Crowley 

9.95 

7.45 

ORIC - ATMOS 

MARC 

6.95 

5.45 

Hobbit 

14.95 

11.95 


Name .. 
Address 


Tel No. 




Group Ltd. 


th>Guildford • Surrey GU4 8 


Tapes required 


Total Amount: 


If you would prefer not to cut up your magazine then write the required details on a piece of paper. 
Please make all cheques payable to: MLS Group Ltd. 

Please ring if you have not received your order within ten days of posting it. 


































WHAT KONG game do 
you think is best for the 
Commodore 64? 

ANALECHI NIVADI 
London 

• We just don't know, 
vieux haricot. The truth 
is, we can't abide 'em! 
Dodgin' that dratted 
anthropoid's barrels (or 
other flotsam) just 
doesn't turn our collec¬ 
tive crankshaft. Tell 
you wot, tho'. We'll 
give £5 to the Kong fan 
who can contrive the 
most awe-inspiring 
and convincing plug for 
his personal choice. (It 
had better be good). 
You never know, you 
might get spotted by 
Saatchi's and make 
your fortune be selling 
oil to the Arab states. 
Me? I'm still waiting to 
be spotted. 


ssSf 

vour\ettet.w»"®' 

wai\to.. • 

i tettetbase, 

\ 


BoomZOS* . 

S«5:r 


No Subs 


An Irate Pensioner 
Writes 


Use Force 

/ WOULD like to know how 
much it would be to send me 
Issue No 1 of your great 
magazine. 

ADRIAN P\m, 

Exeter. 

• Whoops! Sorry Ade, and 
all those others who've been 
writing in asking for back 
issues. 'Fraid the demand 
has been so great that we're 
flush outa copies. And until 
that rapidly approaching 
time when subscriptions will 
be freely available, the only 
solution is to flex those 
speedy, well-oiled video¬ 
reflexes over the counter of 
your nearest newsagent 
each time release day draws 
nigh. But no violence, please. 
Oh all right—just a bit. 


Combien? 

I HAVE written a couple 
of programs myself and 
would like to know how 
much Big K pays for 
them. 

MARK RYAN, 
Blackpool. 

• We don't have a 
given fixed sum, as the 
quality, originality and 
sheer graft that goes 
into progs varies so 
much. Howzabout 
minimum £50 up-wize 
to £100 on the sliding- 
shekels-scale? 

If you do want your 
prog to get a quick 
going over, note that 
priority is given to 
those with clear docu¬ 
mentation attached. 
(And label your cas¬ 
sette clearly.) Equally 
alluring (if you have the 
technology,) is a prog 
tastefully wrapped in 
its own 40 column 
print-out. 


THE Video Recordings Bill was bought in because nasty- 
minded little men, such as film producers and the current 
TV producers (who would probably peddle their own 
Granny for money,) chose to pander to the sick-minded 
and perverted in the fierce race for cash. 

As I write, my own grandchildren are busy playing and 
enjoying a ''clean" computer game. No one deplores the 
fun violence in the 'A-Team' or 'The Fall Guy'. The objec¬ 
tion is to unchecked programming executed by exploit¬ 
ers, perverts and sadists in their unprincipled efforts to 
obtain wealth. 

W. LOXTON 
Mabiethorpe. 


• We're not wild about pervs and sadists either. Pops — 
honest. What Big K stands for (trumpets!) is clear think¬ 
ing on very important legislation that could have far 
reaching effects for us ail. If we've got to have censorship, 
then the Who, the How, and the Why must be debated in 
public. And let's make it specific to this vast, important, 
popular and unique industry. It's not only inadequate but 
ignorant to try to lump in vid games with legislation 
existing for video films. 

The inappropriately named Mr Bright will find in his 
dictionary that video simply means 'I see'. Both films and 
games require 'seeing', but apart from that, they just ain't 
the same ball game at all. 

Let us reiterate. There has been NO actual prosecution 
in this country for "video game obscenity". And there's 
no real evidence of Marquis de Sade types writing pro¬ 
grams, either. Don't panic. 


Earnest plea 

I AM the World's Greatest 
Electron User. Well done — 
for actually caring for us old 
mistreated Electron types. It's 
not Acorn's fault that they 
didn't get our micros out in 
time. 

ASIF KHAN 
Hounslow 


# Why isn't it Acorn's fault? 
Know something we don't? 

















NEXT TIME you need a poll, could you please pul some useless advert on 
the reverse side, or make it double sided, or get on-line with a modem? 

D.BUDGEN, 

London. 

• We had no idea, D.! Didn't think you'd treasure our Mike Male 'He 
wrote one' piece so dearly. Just for you, we're going to use the Bat- 
phone. Meanwhile, I've got to calm down the Editor, who interviewed 


Slow down 

I'M SURE that a lot of people who have computers 
don't know or understand everything that is written, 
so an indepth study in plain and simple young 
people's English would be welcomed by a great 
many people. 

R. HARRIS 
Leics. 

WHY DON'T you get a learners' section in your mag¬ 
azine? 

JOE BENSON 
Limerick, Ireland. 

• The aim of Big K is to pitch at ail leveis at once, 
so there's something for everyone in each fab ish. 
You'll pick up more than you realise when you're 
having fun — so stop worrying about their intimi¬ 
dating bits, get your head down and enjoy! 


UHE 

NOISE 

MY FRIEND told me that he 
had had problems loading a 
game on his Dragon. How¬ 
ever, he discovered that by 
moving the power supply as 
far away from the TV as pos¬ 
sible, his problem disap¬ 


peared, and the tape loaded 
straight away. When I got 
home,-I tried doing the same 
thing with my machine, and 
it loaded first time. Why? 
ASLAN SEZEN 
Charlton. 

# What your mate was get- 
ting was a nasty dose of 'line 
noise." Remember that any¬ 
thing metallic that's attached 
to your micro will act as sort 
of mini radio transmitter. So 
if your machine starts giving 
you stick with interference 
or general malingering, it's 
worth having a quick spot 
check on your proximities. 
A'right? 


TONYBENYON 


edited by NICKY XIKLUNA 


If ours Unrepentantly, 

A Software Pirate . . . 

YES, I do copy programs from friends'tapes — and I make 
audio copies using two tape decks. I know it's theft and I 
honestly don't care. Here's why. Computer software is, in 
the main, overpriced rubbish. Just like music. I buy a lot 
of records and I also tape a lot because I have been fleeced 
enough by record companies. £5 plus for a record Is quite 
a lot, considering an average of 40p goes to the musician. 
Alright, you may say I'm not helping the poor muso very 
much by taping his songs, etc, but I'm a semi-pro musi¬ 
cian myself. Somebody like David Bowie or Sting is hardly 
going to miss 40p, and anyway, there is something in the 
laws of patent about copying which the anti-tape brigade 
never mention. 

It is no breach of patent to manufacture a copy of the 
patented article for one's own use, or to give a copy to a 
friend. It seems record companies and software houses 
want the best of both worlds. Surely the Copyright laws 
and Patent laws are brothers under the skin, so surely 
home taping is perfectly legal? 

I would be less Inclinded to copy software if it was better 
value for money. It is recorded on really cheap quality 
tapes, badly packaged, poorly illustrated (Hi, Artie!) and 
as for the standard of English . . . 

Finally I am very shocked that you should wish to kiss 
the arses of the software houses with sycophantic, anti- 
tape-piracy articles. Why on earth didn't you raise the 
points I have mentioned? Does it mean you have a per¬ 
sonal interest in a software company? Or do you just want 
to keep your advertisers sweet? 

I'd like some feedback on all this, from readers, writers, 
and companies themselves, without the waffle about loss 
of profits, etc, because I don't care. I just want better 
software and at a lower cost, and I want it now! 

PAUL BELLAMY, 

Sheffield. 

• Of course it's perfectly possible to take the full-blooded 
anarchist point of view, as you have. It's no more than 
the truth that as the megastars who make and sell pro¬ 
grams and records are all so rich, they won't miss your 
money. I think you destroy your own case, however, by 
saying that you would be less inclined to copy software 
if it was better value for money. Why "less inclined"? 
Surely your fearless stand shouldn't be diluted by false 
and bourgeons considerations of things like "value for 
money"? And isn't it true that people like you would still 
feel aggrieved and ripped off even if it came free with the 
milk? Ergo, you feel exploited and you want revenge. 
Understandable, but don't climb on a moral soapbox 
about it. 

Do I have a personal interest in a software company? 
No. Do I want to keep my advertisers sweet? Of course, 
but not at all costs. And this problem affects all software 
makers, not just those who have the inkredibly good 
taste to advertise in BIG K. — Tony Tyler. 



















CONTINUED FROM PAGE 54 


ATARI 




GRAPHICS 






Using Antic mode 4 

The best use of this mode 
is with a redefined char¬ 
acter set. Using this you 
can create some very 
colourful effects on the 
screen. 

The following program 
utilises this to create some 
coloured bars on the 
screen. As we are going 
to only use 4 characters 
there is no need to copy 
the whole character set 
across and I only define 
the four characters that I 
will be using, i.e., a, b, c 
and d (see last month's 
issue). 


10 MEMTOP=PEEK(106): 
POKE106,MEMTOP-8 

20 GRAPHICSO:CHSET= 
(MEMTOP-4)*256 

30 DL=PEEK(560) + 256* 
PEEK(561) 

40 POKEDL+3,68:FORX 
=6 TO 28 

50 POKEDL+X,4:NEXTX 

60 FORX=0TO31:READA 

70 POKECHSET+97*8+ 
X,A:NEXTX 

80 DATA 255,255,255, 
255,255,255,255,255 

90 DATA 85,85,85,85,85, 
85,85,85 

100 DATA 170,170,170, 
170,170,170,170,170,170 


110 DATA 85,170,85,170, 
85,170,85,170 

120 FOR Y=1 TO20:FOR 
X=1TO 8 

130 PRINT''abcd";:NEXTX 

140 PRINT:NEXTY: 

PRINT 

150 GOTO 150 


As you can see there are 
four stripes of different 
colours across the screen. 
If you wish to see a few 
colour variations change 
line 150 as below and add 
the other lines: 


150 FORX=OTO 255: 
POKE 708,X:NEXTX:PO 
KE 708,40 

160 FORX=0TO255: 
POKE 709,X:NEXTX:PO 
KE 709,202 

160 FORX=0TO255: 
POKE 709,X:NEXTX:PO 
KE 709,202 

170 FORX=0TO255: 
POKE710,X:NEXTX:PO 
KE 710,48 

180 GOTO 180 


effect printing all of these 
new characters in the 
inverse mode (i.e., after 
pressing the Atari logo key) 
has on their colours. The 
only one affected will be 
the blue 'a' which becomes 
purple. This is in fact the 
true fourth colour. The'd' 
is actually a mixture of 'b' 
and 'c'. The best way to find 
out what colours are pos¬ 
sible is by experimenting. 
Do not forget that you can 
change the default colours 
by using either the SET- 
COLOR statement or by 
POKEing the colours 
directly. 

As I promised last month 
both redefined characters 
and Antic mode 4 will be 
used to create a game for 


next month's issue. I am 
glad to report that it is now 
well on the way to comple¬ 
tion. 

The idea behind it is that 
you are in a power boat 
going down a river. In order 
to navigate your way safely 
you will have to blast boul¬ 
ders out of your way. The 
screen is in Antic mode 4, 
the river, its banks and the 
boulders are all redefined 
characters and the boat 
with its torpedoes are 
going to be player mis¬ 
siles. Despite the fact that 
the game is written totally 
in Basic with absolutely no 
machine code whatsoever 
it still runs quite fast. To 
find out how book next 
month's copy right now! 


Another possible varia¬ 
tion on this is to see what 


BOOST YOUR 
BEEB'S MEMORY 

FROM PAGE 53 


1150 
1 160 
1170 
1175 
1180 
1185 
1190 
1200 
1210 
1220 
1230 
1240 
1250 
1260 
1270 
1280 
1290 
1300 
1310 
1320 
1340 
1355 
1360 
1365 
1370 
1380 
1390 
1400 
1410 


EQUD 8.0D212157 
EQUB 0 


REri_ 


FOR p.3.ss’':=0 TO 2 STEP 2 
p:cas.74 
C:OPT P3.s-3y. 

LDY #0 
LDR ?!<FE30 
STR &73 
LDR #12 
STR 8.FE30 
LDR 8<70 
STR <;g<7i;>,Y 
LDR ^73 
STR &FE30 
RTS 

□:NEXT 
ENDPROC 

REM_ 

DEPPROCdump 

PRINT•'"DUMPING TO RRM" 
PRINT'"PLERSE URIT" 

FOR i:;=0 TO &7FF 


PROCwr i t-s-:: bu.f t er:;+1 >, «.8000+1 "i > 
1420 NEXT 
14;:::0 VDU7 

1440 PRINT"PRESS <BRERK> ONCE" 
1450 PRINT•"THEN 'YTEST'" 

1460 PRINT'"IF RLL IS WELL 
YOU WILL GET R MESSRGE" 

1470 ENDPROC 
1475 

1480 REM_ 

1485 

1490 DEF PROCwt-11^':; dataX, addressX > 

1500 ?a:70=d.3.t.3.X 

1510 ?&71==.3.ddressX MOD 256 

1520 CRLL S.-74 
1530 ENDPROC 
1535 

1540 REM_ 

1545 

1550 L:* E. f" F R Hi C r e 3. d ( 3. d d res-- 
1560 ?!i:F6=.addre£-. MOD 256 
1570 ?!i!.:F7^=.addres^^ DIV 256 
1580 YX=12 

1590 d.3.t.3;7=MJSR OSRDRM 

1600 e;ndproc 


Lose yourself 
in the world of Activision. 

diVisioH. 

Your computer was made for us. 

















DOOMSDAY 
CASTLE 

is an arcade s^le game 
with the feei 
of a reai adventure 

Doomsday Castle consists of a labyrinth of 76 complexly inter-connected Halls and Passages 
where you will meet a whole host of adversaries serving the infinitely evil Scarthax, the Garthrogs, 
the Orphacs, the phenomenally nasty Googly Bird and the Urks which manifest themselves in over 
fifty unbelievably weird and wonderful guises. 

Scarthax has scoured the Universe to bring together the six ancient stones of lifeforce. United in 
Doomsday Castle they are being used to wield an irresistable power over the cosmos, emanating 
waves of corruption through every galaxy 

To save the Universe, you must battle your way through the Castle to find and collect the six 




take on the role of our super hero ZKjGY 
shown here above in his exploratory 
capsule In combat withan Urk disgubed as a 
pangaiactic gargleblaster (11} This Is a true 
representation of the on-screen ^aphlo. 


stones and use their force against 
Scarthax to destroy Doomsday 
Castle, hopefully escaping 

yourself before the final _ 

cataclysmic explosion. / 

The task is not easy / ’ ; 
(saving the Universe | ' 

never is!) and It will ‘ ■ 

take youmany games to 
unfold the structure \ i i 
of D^msday Castle and | 

discover the locations of the 
ancient stones. The addictive 
arcade style action will keep you 
coming back to play but the 
overall challenge should still 
keep you occupied for months. 


FANTASY SOFTVIMRE 

is available from 
W.H.SMITHS, JOHN MENZIES, 
LASKYS, GREENS, RUMBELOWS, 
SPECTRUM GROUP, 
COMPUTERS FOR ALL and all other 
good software retailers. 


For 48K 
Spectrum 


is available at £6.50 from 

FANTASY SOFTWARE, FALCONBERG LODGE, 27A ST GEORGES ROAD, CF^ELTENF^AM, GLOS GL50 BDTrf 
despatched by return first class post together with free membership and current newsletter of the Fantasy Micro Club 

Trade Enquiries welcome- telephone 0242-583661. 








ADVERTISEMENT INDEX 


Activision.38/94 

Addictive.21 

Anirog.39 

Beyond Software.7 

Blue Chip Computers.86 

British Micro.8/9 

Cascade.65 

Channel 8 Software.80 

Cheetah.31 

Creative Sparks.55 

Curragh.63 

Database.79 

Duckworth.65 

Fantasy.64/95 

Hutchinson.74 

Incentive.5 

Lothlorien.17 

MDR.35 

Megasave.78 

Microdeal. Cov. 4 


Micromania.33 

Micro Power.81 

Micro Workshop.65 

Mirrorsoft.87 

MLS Group Ltd.91 

NatWest.32 

QIC.2 

Quicksilva. Cov. 2 

Ram .16 

R&R Software.42 

Silica.23 

Software Index..78 

Solar.82 

Supersoft.27 

Talent.51 

Tandy.47 

Thor.90 

Ultimate.49 

Video Force.96 

Video Palace. Cov. 3 

Yamaha.71 


WARRIOR’S 

REVENGE 

Land Of No Return 



48K SPECTRUM 


Send cheque or P.O. for £5.95 to: 

WARRIORS REVENGE 

LAND OF NO RETURN 

c/o VIDEO FORCE, 

115 Greenend Rd., 

Sawtry, 

Cambridge, 

Tel No: 0487 830940 


(Please allow 28 days for delivery) 



























































i^f-FR'OM'BRITAIN'SMOST 
‘■‘•'..‘POPULAR HORROR FILM 
V; ..-.•COMESAMOST 
EXOI^NG COMPUTER GAME 

A FAST MOVING GAME 
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FOR THE COMMODORE 64 


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)r. (i) 

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> V 

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PF-'NlflLiyM I r I’P.M'I I i I'JlUlfi fll 'If 11 

TELEPHONE: 01-539 5566 














It is the year 3000. Can d e«M |Hfeach wave of Killer Rob@^s as th^ 
attaoK and rescue the HumandroSwvivor? Wave after wave ra different 
robots try to corner you in thePGaLacj^ic Arena. Will you win? High |». 
speed arcade action game. Full cdlf5tJl"^aphicsjvlth sound. * 

Machine Language. 

AVAILABLE FOR: 

COMMODORE 64-Tape £8 Disk £9.95; ATARI 16K-Tape £8 Disk £9.95; BBC MODEL B-Tape £8 Disk £9.95 
ACORN ELECTRON-Tape £8; ORIC 16/48K-Tape£5.50; SPECTRUM 48K-Tape £5.50 



> Dealers Contact 

MICRODEAL DISTRIBUTION 
0726-3456 
or WEBSTERS SOFTWARE 
''483 62222 


Mail Order Sales from 
Microdeal Mail Order 41 Truro Rd, 
St. Austell Cornwall PL25 5JE 

Credit Card Sales 
Phone 0726 3456 




Selected Microdeal Titles available from computer dealers nationwide or from larger branches of 




and 


Stores 



















Australia 

$1.70. 

New Zealand 
$ 2 . 00 . 
Malaysia 
$3.25. 


,^1X00 lUWP 






ch wave of Killer Rob€^s as they 
ivor? Wave after wave OT different 
in theP^Galacj^ic Arena. Will you win? High 
lame. Full cdi^r ^aphics with sound. 
achine Language. 1 

AVAILABLE FOR: ^ 

ARI 16K-Tape £8 Disk £9.95; BBC MODEL B-Tape £8 Disk £9.95 
iRIC 16/48K-Tape£5.50; SPECTRUM 48K-Tape £5.50 


No.5 


Dealers Contact 


MICRODEAL DISTRIBUTION 
0726-3456 
or WEBSTERS SOFTWARE 
''483 62222 


i from computer dealers n ationw ide or from larger branches of 


and 


Stores 


m 


L